Card · AT-08
Decay
Gloom & heaviness
Decay
Frame · Gloom & heaviness atmospheric · visual / auditory / haptic
Transience as a process – rust, cracks, withering leaves, the slow dissolution of what exists.
Design question – Something is falling apart in your game. What dissolves – buildings, relationships, memories? And can the decay be halted?
Reference example – BioShock: Rapture, the decaying city under water where everything drips and creaks. Darkest Dungeon: a family estate falling apart, and heroes who grow more fragile with every expedition.
Atmosphere
Decay
Sensory field
Sight: rust, cracks, moss on stone, peeling paint, withering plants. Sound: creaking, dripping, crumbling plaster, silence between the sounds. Touch: brittle material, rough surfaces, damp, coolness.
Coherence
Decay implies decline as a mechanism – things deteriorate over time, maintenance is needed, entropy as opponent. Mechanisms: Decay (counters fall), Maintenance (investing resources against decline), Legacy (irreversible losses). Activities: Maintaining, Repairing, Salvaging. Ludic Organisational Structures: survival order (against the decline).
Belongs to the stack
- Atmospheric
- Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
- Ludic Frame
- To the term
- AT-07 Gloom
- previous card
- AT-09 Joy
- next card