Design Pillars for atmos and engineering where discussed in the discord work group channels. The core pillars where already present previously while the atmos/engi specific pillars are new. Here are the pillars we’ve come up with so far:
Core Pillars
- Chaotic (No two rounds play alike, rapid changes in gameplay intensity)
- Seriously Silly (Silly situations that are serious to players)
- Dynamic Environment (See that wall, you can deconstruct it)
- Intuitive and Inter-Connected Simulation (Engaging simulation that is complex enough to create fun interactions but doesn’t require a PHD or second-screen wiki)
- Player Interaction/Agency (Players should be able to exert meaningful influence over the round no matter their role)
Atmos/Engi Specific Pillars
- Problem solving not checklists
- An engineer never sleeps (There is always something to do)
It was also mentioned that systems should be designed in a way so they don’t just fill the gameplay with tedious tasks like “Go slap pipe XY with a welder to repair it every 10 minutes”