Card · AT-06
Desolation
Gloom & heaviness
Desolation
Frame · Gloom & heaviness atmospheric · visual / auditory / haptic
Abandonment, emptiness, ruins – something was once here, now there is nothing.
Design question – Your game takes place in an abandoned world. What happened – and is there a reason to return?
Reference example – Fallout: abandoned cities, dust, echoes and the remains of a lost world. NieR: Automata: overgrown ruins in which no one lives any more. Football: matches behind closed doors in front of empty stands, cheering without an echo.
Atmosphere
Desolation
Sensory field
Sight: ruins, empty streets, dusty surfaces, broken structures. Sound: wind through empty buildings, creaking wood, distant echoes. Touch: cold, dust, loneliness, unease.
Coherence
Desolation implies resource scarcity, decaying infrastructure, discovery of remnants. Mechanisms: Exploration, Scavenging (a resource-management variant), Decay. Activities: Exploring, Surviving, Searching. Ludic Organisational Structures: spatial order (ruins as landscape), survival order.
Belongs to the stack
- Atmospheric
- Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
- Ludic Frame
- To the term
- AT-05 Melancholy
- previous card
- AT-07 Gloom
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