Monday Musings #44 – Guiding Mastery
MoteMancer's sandbox has a very high skill ceiling. There are multiple ways to solve logistics problems by design, and players will naturally gravitate towards solutions that are intuitive to them. Another part of the fun though is exploring the full landscape of possibilities, and slowly evolving how you even approach a problem in the first place.
There was a specific joy in playing an expert modded Minecraft pack, because it really stretched your ability to understand game mechanics. Don't have a flint and steel? You can light a nether portal by getting a standing flame to light an adjacent leaf block on fire with lava. That level of mastery is something that can only be earned through extensive experience, and it's something I hope to live up to in MoteMancer.

[h3]Think Outside the Hex[/h3]
The incoming Foundations system that changes the rules of the world presents challenges in its own right, but through curation of a few specific sets of them, I can present a problem to the player that forces a sideways solution.
For example when Chromatic Fields is active, every Mote Patch has a randomized element per tile. You can of course live with a sushi belt in the early game and store some motes in chests that you can hand feed to bootstrap yourself, and beeline for filtering grippers. But what happens if filtering grippers are removed entirely?
One solution is that elemental collectors will only target matching motes, and you can arrange a new suite of varied collectors in a space that will pre-filter for you. I love this example because many players find joy in creating their own collector shapes and patterns, and this keeps that puzzle going, even after a hundred hours of mastery.
Most of the Foundations were made with this in mind, but we can also institutionalize it.

[h3]Catered Worlds[/h3]
Upon restoring your first Great Portal in MoteMancer, you will return to the Library and be welcomed home. But from here, there are more worlds to bring balance to.

You will be presented with a choice of three worlds to re-enter, carrying over the enduring knowledge from the previous run, but starting fresh with a new set of challenges. The current design for this is:
One key design decision though is, while the first two cards pull from a curated set, the population of them also follows specific rules designed to avoid repeating the shape of your previous run. Did your last run start on the Water Plane? Did you use Ancient Spindles in your last run? None of the new options will give you that choice.
The goal of this system is to continue as MoteMancer always has - give you multiple paths to travel, but ensure that each one provides a meaningful and interesting challenge to rise to.

[h3]A Cornucopia of Challenges[/h3]
Of course you can always make your own homebrew challenge, such is the nature of a sandbox game. But I'm happy that MoteMancer will provide both the ultimate freedom to choose the table you set for yourself, but also curated ones that can't help but raise your mastery. I'm also planning on having a dedicated Foundations area that links directly to the Steam Workshop, so fellow MoteMancers can eternally challenge one another.
Foundations is coming together into something that consistently challenges both how you think and what you build. I want to make sure those flows are smooth before opening the floodgates, so with that, back to the lab. 🌿
~CyanAvatar
There was a specific joy in playing an expert modded Minecraft pack, because it really stretched your ability to understand game mechanics. Don't have a flint and steel? You can light a nether portal by getting a standing flame to light an adjacent leaf block on fire with lava. That level of mastery is something that can only be earned through extensive experience, and it's something I hope to live up to in MoteMancer.

[h3]Think Outside the Hex[/h3]
The incoming Foundations system that changes the rules of the world presents challenges in its own right, but through curation of a few specific sets of them, I can present a problem to the player that forces a sideways solution.
For example when Chromatic Fields is active, every Mote Patch has a randomized element per tile. You can of course live with a sushi belt in the early game and store some motes in chests that you can hand feed to bootstrap yourself, and beeline for filtering grippers. But what happens if filtering grippers are removed entirely?
One solution is that elemental collectors will only target matching motes, and you can arrange a new suite of varied collectors in a space that will pre-filter for you. I love this example because many players find joy in creating their own collector shapes and patterns, and this keeps that puzzle going, even after a hundred hours of mastery.
Most of the Foundations were made with this in mind, but we can also institutionalize it.

[h3]Catered Worlds[/h3]
Upon restoring your first Great Portal in MoteMancer, you will return to the Library and be welcomed home. But from here, there are more worlds to bring balance to.

You will be presented with a choice of three worlds to re-enter, carrying over the enduring knowledge from the previous run, but starting fresh with a new set of challenges. The current design for this is:
- A guaranteed Shattered set, where a given element is removed completely.
- A guaranteed Clean set, where a you start on a plane with 3 Foundations.
- A completely Random set. (almost)
One key design decision though is, while the first two cards pull from a curated set, the population of them also follows specific rules designed to avoid repeating the shape of your previous run. Did your last run start on the Water Plane? Did you use Ancient Spindles in your last run? None of the new options will give you that choice.
The goal of this system is to continue as MoteMancer always has - give you multiple paths to travel, but ensure that each one provides a meaningful and interesting challenge to rise to.

[h3]A Cornucopia of Challenges[/h3]
Of course you can always make your own homebrew challenge, such is the nature of a sandbox game. But I'm happy that MoteMancer will provide both the ultimate freedom to choose the table you set for yourself, but also curated ones that can't help but raise your mastery. I'm also planning on having a dedicated Foundations area that links directly to the Steam Workshop, so fellow MoteMancers can eternally challenge one another.
Foundations is coming together into something that consistently challenges both how you think and what you build. I want to make sure those flows are smooth before opening the floodgates, so with that, back to the lab. 🌿
~CyanAvatar




