1. Just Because You Can
- For roguelikes, players push themselves and the game to the limits, just because they can.
- Difficulty modifiers, item builds, achievements, all work together to push the player to do this.
- For the premise of the game, the ASIMs strive to escape the city just because they can.
2. Rule of Cool
- Designing things that make the player feel awesome. Players are playing this to feel powerful and feel like they’re breaking the game.
- Player systems follow the Rule of Cool. Enemies follow more brutal systems.
3. Emergent Gameplay
- Systems interact together to create content.
- Designing items, characters, abilities to work together to create novel gameplay.