Design Principles

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Drift is built on the following principles of game design. These principles are the guiding pillars by which game mechanics are implemented, NPCs are designed and encounters are executed.

High Immersion

  • Game mechanics which minimise OOC interactions; self-reffable content
  • Combat mechanics which are easily phys-repped; simple calls, global hits.
  • Easily-identifiable characteristics for playable species that are easily and obviously phys-repped. All playable species are humanoid.
  • High levels of interactivity with the environment.
  • Props. Lots of props.

Consequences

  • Every action has an equal and opposite reaction… or in other words…
    Mess about, and find out.
  • Medium-High threat. Taking risks will be rewarded, but may not always have desirable outcomes.
  • One person’s hero is another person’s villain. Playing characters across the spectrum of morality is fun – but is not consequence-free.

Tone. Tone. Tone.

  • Tone is the key to immersion, and continual adherence to the tone of the setting is vital for immersion.
  • See Tone and Influences.

Depth

  • Building organic depth to mechanics, enables organic, self-directed gameplay.
  • Bringing to life a universe full of lore, characters, politics and history provides realistic plot and character hooks and motivations.
  • Providing a sandbox, means there is always something to do, or something to work towards. No-one likes ‘hurry up and wait’.

Realism

  • Basic survival needs are met; food, drink, oxygen (usually…), but otherwise most things require some sort of effort, materials or thinking. No magic*.
  • Injury over death. Med card system used to provide lasting consequences to …finding out.
  • The universe doesn’t care about you. You are one of 100 billion under the federation. You are a hero only in your own story, and the in the legacy you leave behind.

* “Any sufficiently advanced technology is indistinguishable from magic”
Arthur C. Clarke

Evolution

  • Evolve gameplay; enable player autonomy and decision making to be impactful, wherever practically possible.
  • Provide character progression options that feel meaningful – not just an extra hit point.
  • Allow progression at a pace that feels fun. Waiting three years to make a slightly better grenade, is not motivating.
  • Tying players to their choices indefinitely isn’t fun – enable players to evolve their characters, and change their mind.