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        <description>Design Pillars



This is the foundation of the game and should never change. The entire design should tie back to these pillars.



The Pillars:

Sense of Adventure

The overwhelming urge to explore new things and meet new people. Oh, and get loot! Don’t forget the loot!</description>
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        <description>Game Loops



What does the player do moment by moment?







Core Game Loop

Questing

The character is presented with a Quest by a Quest giver. Complete the quest to earn the reward.



Looting

Looting is the primary way the character earns enough credits and upgrades to survive through to the next mission.</description>
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        <description>Player Motivation and Progress



The player’s core motivations and how they progress through the game



Motivations

Primary motivation

Achievement - “I want more”

Player’s desire to complete all the missions and collect all the achievements.</description>
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        <description>Main Menu

 GDD


 The Fringe Wiki


 Dev Logs






GDD

 Design Pillars


 Game Loops


 Player Movivation and Progress


 Features


 Narrative Summary


 Characters


 Factions


 Level Summaries



----------



Core

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