Week 10: Designing a Living Environment (Memoria Mall)
The Design Intent
This week I want to step back from individual creatures and talk about the space they live in — because Memoria Mall is not just a backdrop. It is an active participant in every encounter that happens inside it.
The core design philosophy here came directly from playtesting. My playtesters walked into a cafe, found three Tsukikago Servitors tending to overgrowth, and immediately made choices that told me everything I needed to know about how players read environmental tone. One group pushed too hard and got chased out. Another group escalated so severely that they destroyed a unit — and the entire mall responded. That feedback loop, the idea that the environment has memory and consequence, is now a foundational design pillar for Memoria Mall.
The mall was built in the early 1990s. It has been abandoned for fifteen to twenty years. Nature has moved back in, but not chaotically — it has been guided. The hidden passageways, some only accessible by breaking through walls, suggest that whoever or whatever has been maintaining this place had a plan. Scouts are not exploring an empty ruin. They are walking into someone else's home.
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