parents: Game Case Study, 10-Question Breakdown, EFT-like
Here is a breakdown of the EFT-like genre using a 10-question framework.
- What is an EFT-like?
- It’s a game where you bring your own gear into a map to loot, fight, and then escape. It’s an Open-ended Gameplay experience.
- How do people usually analyze this genre?
- They often focus on High-Stakes Gear as the main hook.
- Is it really just about High-Stakes Gear?
- Other games have high stakes, but they aren’t as fun. There must be something else.
- What’s missing from the common analysis?
- You can loot, you can camp, you can hunt other players, or you can just try to extract. There are Multiple Paths Race.
- Why is having Multiple Paths Race a good design?
- It leads to Emergent Gameplay, freedom, and unique player stories. It encourages player agency.
- What other games use a similar design?
- Civilization is a good example, with its multiple victory conditions.
- What is the core design pattern here?
- This is a classic example of a Game Design Pattern with Multiple Paths Race, which is a form of the Race Archetype.
- How does this explain the experience of an EFT-like?
- There is a Synergy between Asset Gambling and having Multiple Paths Race. The stakes make the choices more meaningful, and the different goals create interesting emotional highs and lows (e.g., nearing victory, finding great loot, facing danger).
- What’s a close real-world example?
- Mahjong combines high stakes (scoring) with Multiple Paths Race (different winning hands).
- Why is the mix of emotions interesting?
- The constant emotional shifts and changing focus can help players stay in a state of Flow.