During a game of Deep Rock Galactic, I had an experience that profoundly influenced my thinking on our game's potential design. My team of three had run out of ammo and were trying to make our way back to the dropship, but we took a wrong turn. Rather than panicking and trying to find another way, one team member began digging with their pickaxe in the direction of the dropship. We were digging blindly and had no idea where we were, but what clued us in on our progress was the distance metric provided by the game. As we dug, the distance between us and the dropship decreased from 25m to 24m to 23m and so on. Despite the frantic improvisation, we managed to reach the dropship and complete the mission successfully. This was an example of emergent gameplay unique to Deep Rock Galactic, and it highlighted the importance of carefully deciding what information is given to the player to create compelling dynamics in the game.
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