Exploring multiple solutions is the only way to find the pieces that fit to create a cohesive experience. Many problems are easy to fix in isolation, but the difficulty is in integration. Rapid cycles of iteration and evaluation define gaps in the experience and pull it together.
Here I’m mapping out the experiences the player may have during any set of combat instances. The goal is to define core gameplay into its basic interesting decisions. From here we can iterate on controls, simplifying and contextualizing them to the user’s activities.




