You know how a lot of games have ruins, dungeons, and temples that do not in any way resemble ruins, dungeons, or temples but are instead a gauntlet of challenges for the player to overcome?
This is a weird idea to merge two of my biggest hobbies - ancient mysticism and game development - and design a culture, language, and spiritual framework for the dimension-hopping race who built the architectural enigmas found in so many games.
The system should make sense in context, while at the same time teaching principles of good game design.
It is tied in with the meta-plot of BoundWorlds (so there may be some spoilers here), but I thought it would be a good idea to give it its own topic since there are a number of aspiring developers on these forums.
This is pretty vague right now but I intend to expand on it as well as make it into a more cohesive system.
Core concepts:
The Architects believed that the world could only exist so long as a god's eyes were observing the world. However, the gods are fickle creatures who are easily distracted by the affairs of the Outer World. The purpose of a temple, therefore, is to sustain the world by entertaining the gods, causing them to continue looking at it.
Their worship centered around a Ritual where a priest would partake of a mind-blanking drug, causing them to enter a disassociative fugue state. According to their beliefs, this state was caused by the possession of a god. While in this fugue, they would run through the temple, facing challenges along the way. If the fugue ended before the challenge was completed, it was taken as a bad omen, since it was believed the god had grown bored and exited the host, and was therefore no longer sustaining the world with its presence.
These are words used by the Architects that have no easy translation into English. They will be defined here using the best available translation.
[Dungeon]: This word can be alternately translated as "Temple" or "Small World". The best description would be "A place where a god's attention is entrapped". This will be used as a catch-all phrase for all of the structures built by the Architects.
[Novelty]: The core concept or unique "gimmick" that a Dungeon revolves around. More elaborate Dungeons may have several Novelties.
[Augmentability]: A property of a test that describes the distance in potential between passing and mastering the test. Both a straight corridor and a final trial of mastery have very low augmentability. A test that is easy to succeed, but hard to master, has high augmentability.
Principles:
Isolation: Do not introduce more than one Novelty at a time.
Repetition of Growth: Repetition of a segment increases boredom, except when Mastery is increased. The more a segment will be repeated, the higher its Augmentability must be.
Appropriate Reward: Mastery of a segment should be rewarded above and beyond completion. Being able to finish the segment faster is one possible reward.
Balance between Cohesion and Expansion: Excess cohesion creates boredom. Excess expansion creates disassociation.
Balance between Control and Freedom: Excess control creates boredom. Excess freedom creates disassociation.
Constructive Augmentation: To increase cohesion between segments, mastery of earlier segments may grant rewards that make later segments easier to complete.
Principle of Repetition: Cohesion is increased when the same patterns or areas are revisited.
Principle of Return: Backtracking creates boredom. To maintain cohesion, it is ideal to open new paths to earlier segments.
Patterns: Unusual patterns are retained in memory. Mark doors that will be opened later with easily-remembered patterns, so the wanderer may return to it when they have the ability to open it.
Nexuses and Courses: A Nexus is a point where many paths lead to and from, and will be returned to on a regular basis. A Course is a path that should be traversed rarely - perhaps only once. Doors should be placed in Nexuses, where they will be remembered.