Vision & Pillars
- No two sessions the same
- Seemingly infinite replayability
- Great built-in social mechanics
- One more match (aka: Sid Meier’s “one more turn”)
- Post-game social incentives: stats, chat, emotes, lobby, best play of the game, rematch options, “play again with” options, rewards
- Easy to learn, Difficult to master
- Low cognitive and skill demand
- Example: Control Points (always a feeling of contesting and contributing to an objective)
- Great readability with clear mechanics and the ability to easily assess the situation
- Low Barrier to Entry to Play, i.e. LoL ARAM mode
- Low requirements to perform
- Thematically aligned with Eden’s values: Optimism, Creativity, Empowerment, Okay to Fail (often hilariously)
- Fun, tongue in cheek, yet heroic and action-based, i.e. Super Smash Bros
- Each hero doesn't need to be for everyone, but every hero must be for someone
- Silliness and alternative approaches to tropes
- Chef Girl using her sword with chopping techniques, not to cut heads off
- Loony Tunes - Wile E. Coyote using dynamite and traps without death
- The first time you see abilities should make you smile and laugh
- Putting a real life object as a projectile - Snooker shooting a ball with physics bouncing on walls, or throwing a bar stool at enemies
- Distinct and charismatic characters
- More player interactive abilities
- Not just about pressing Q, but instead holding the button to charge up and release to unleash, and even having a follow-up click for a final strike.
- Consistent opportunities to showcase player personalities, i.e Overwatch ultimates/Reaper team kills.
- Engaging gameplay moments that lead to fond player memories
- Comeback moments that can change the course of the game
Last modified 9mo ago