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Card · SS-04

Branching Network

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Branching Network

Ludic Spatial Structure place_count: many · connection: branched · returnability: returnable · in_between: played

Connected spaces with multiple paths. The agent chooses routes, explores in varying order and returns. New abilities/keys open locked connections – the world “grows” with the agent’s abilities. The architecture of return and discovery.

Design question – When is the “branching network” spatial topology the right choice for your play space?

Reference example – Hollow Knight -> Players explore different paths and learn new abilities; often, they revisit a room multiple times using their newly acquired skills.

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Spatial Structures
How does your game order space? (27 cards)
Ludic Spatial Structure
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