There’s a lot of talk about various features on the forum, lots of helpful ideas flying about, but sometimes they can be a bit hard to track and there’s a lot to read. It can also be hard to parse what’s ultimately desired from a feature (especially from 3000+ world posts ). But we want that information!
Keeping track of a game this complex is a hard task, so I thought I’d introduce you to how we use design goals, and why we use them.
The way we start thinking about design on a new feature is usually: what should be the goals of this system? We do this without talking about features. For example:
- Players shouldn’t be able to join the game and quickly obtain the highest tier of gear through purchase or charity.
It doesn’t talk specifically about how we’ll achieve it, that comes next. First we all agree “yes we do/don’t want to do that”. There’s obviously multiple ways to achieve that example, in ways that do and don’t affect other features with variable development costs. Design goals are a really good place to start, especially when you’ve got a lot of potential solutions to one problem, it helps to agree on the fundamentals.
Here’s some systems it would be interesting to get community design goal suggestions for:
- Combat systems
- Crafting systems
- Construction systems
- Progression systems
- Player customisation systems
- Titan systems
- Beacon / land claiming systems
- Guild systems
Reply with your suggestions below, something like this format would be easy to digest:
- Beacon system goal: One player should not be able to claim an entire world