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Active Play and Session Shape

Target Session Model

The game should support two session types:

  • 2-5 minute sessions: collect results, repair, eat, restock, list goods, post jobs, or launch the next expedition.
  • 10-20 minute sessions: compare markets, plan routes, coordinate a group expedition, review codex entries, craft chains, or manage guild affairs.

What the Player Actually Does

During active time, the player should be choosing among meaningful options rather than manually executing moment-to-moment actions.

Typical loop:

  1. Log in and review completed travel, combat, crafting, or market events.
  2. Address survival needs and injuries.
  3. Prepare gear, supplies, and risk limits.
  4. Choose a mission, gathering route, survey action, or trade run.
  5. Commit the hero to that action.
  6. Return later to resolve outcomes and make the next decision.

Why This Fits the Product

This keeps the game usable as a side game. It also aligns with a low-cost backend because the server records intent and timestamps instead of simulating a full world every frame.

AFK Design Rules

  • Every long action needs clear duration, risk, and expected reward.
  • Every action should have interrupt, retreat, or fail states.
  • The player should be able to set simple safety rules before departure.
  • The game should reward planning, logistics, and information rather than idle clicking.