I’m on a tablet right now so I will update this later.
Animations and sounds should feel weighty but also agile, they should feel good basically. Animations could be able to be cancelable on the last few frames into another animation to make them feel better. I’ll post more later.
One of the most important aspects should be world and atmosphere diversity. Exploration on it’s own should be enough to play this game. A mixture of handcrafted/procedurally generated worlds that are diverse in almost all areas, sound design, creatures, materials, colours, weathers, scale and probably more.
Now onto what you’ve asked for:
- Combat systems
Easy to learn, difficult to master. Animation cancelling a variety of viable tactics and a growing ‘meta’.
On the other hand, fun and explosive action that could be relatively hard to pick up but not so difficult to master.
- Crafting systems
A focus on speed and efficiency from knowledge of the game or time spent playing in order to make the player feel like their progression is both in terms of time spent in the game but also skill at remembering things such as recipe or having the knowledge of how to experiment with new items.
- Construction systems
Building should be time-consuming but not too difficult, micro and macro sized buildings should be easily possible with detail for both. Make sure to reduce frustration by making mistakes easier to fix (reduced block break time on placed blocks) and by having methods to reduce likelihood of death.
- Progression systems
(Reserved Space)
- Titan systems
(Reserved Space)
- Beacon / land claiming systems
(Reserved Space)
Guild systems
(Reserved Space)