Runs, permanence and variety.
WHAT DEFINES THE STRUCTURE
Runs that end Procedural variation between them Progression that persists, or does not
WHAT PERMANENT DEATH PROVIDES
Weight to every decision.
WHAT IT COSTS
Frustration, when a long run ends.
WHAT MITIGATES THAT
Runs short enough that loss is tolerable Persistent unlocks giving long-term progress Knowledge itself being progression
WHY KNOWLEDGE MATTERS
Players improve by learning the systems, which persists regardless.
WHAT VARIETY MUST COME FROM
Combinations, not randomness alone.
WHAT MAKES A RUN INTERESTING
Choices that shape it early Synergies between acquired abilities Situations the player has not seen
WHAT TO AVOID
Runs decided by early randomness Options that are obviously worse Repetition of the same opening
WHAT TO BALANCE
Power available against difficulty scaling within a run.
WHY THAT IS DIFFICULT
Players acquire power at varying rates, so difficulty must accommodate both.
WHAT TO TRACK
Where runs end, and why.
WHAT THAT REVEALS
Difficulty walls and dominant strategies.
WHAT TO TEST
Many runs, which is only practical with fast iteration tooling.