Gameplay Gating and Metagame Guidance

Complex meta requires player guidance to set basic short, mid, and long-term goals. In the early game stages, this is done mainly through quests, while in the end game, more on the event system. The vast majority of game systems provide possible loops for the hook canvas, and thus the goal for the guidance systems is to lead players along these loops in order to create habits (e.g., a daily quest to beat a Boss Challenge or just performing a gear reforge).

Quest System

Players complete missions to progress in the game and collect rewards. Missions define both the overall game progression (long-term goals) as well as a recurring set of goals that can be fully completed within the given time frame. These may come at various intervals (i.e., day/week, etc.) and may directly refer to the event cycles. A large portion of recurring missions should allow quick completion through short actions, e.g., auto-playing or using rush/sim tickets, in order to provide a strong basis for the hook canvas. Note that the Quest system includes achievements.

Event Cycles

Events lead players on a cycled basis through grinding towards competition-based, potent rewards that cannot be achieved after the current rotation ends (and which should include recognizable vanity relating to the Sentinel, as described in the game fantasy). Every event new content is exposed to the players and gaining it provides additional benefits to the event modes and thus towards the final results. This should create pressure, forcing players to engage more and possibly spend more on the event lotteries, giving chance for the featured content. Events may feature multiple phases.

Metagame Supporting Systems

Systems that are not entities in the structure that interact with others through economy and player navigation but are more on either the technical side or define audiovisual aspects of other systems.

Reward System

The system describes how rewards are transferred to the player, as well as includes uniform sequences of receiving rewards which:

  • Allow players to understand what rewards they received and why.

  • Expose and emphasize the value of the given rewards so that players may feel attached to what they received.

Lore and Story

A story that stays true to the high fantasy genre within our fantasy and exposes the main character's heroism as well as their relation with the Sentinel. It should not be complex, bearing in mind we have limited storytelling tools and Immersion is not a key player motivation.

Win and Defeat Screens

Win and defeat screens are partially shared between game modes, which is why they have a separate box and board. Players should be given clear information about the result as well as any given rewards. Screens may also be used to expose players' characters in a spectacular way.

Inventory, Parts, and Gear Collection

Both Gear Parts and any Materials used to improve Gear should be kept in the external Inventory, leaving only Gear in basic Equipment (for the purpose of clarity). Parts and Collection should both let players set mid- and long-term goals for themselves.

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