Feasibility & Diagnosis Analysis Framework
This analysis answers one core question:
"Is ECLIPSE: DOMINION technically feasible, creatively distinctive, and commercially viable?"
Below is a clean, production-grade framework โ no hype, no fluff. This is how the game would be evaluated, stress-tested, and validated before and after launch.
How it works:
Powers are behavior-based, not menu-based
Requires:
Loop: Explore โ Experiment โ Consequence โ Adapt โ Survive โ Become Myth
Required Adjustments:
Players love:
Difficulty & mystery
Live content
Scale
Living world
ECLIPSE does not directly copy any of them โ good sign.
| Risk | Level | Mitigation |
|---|---|---|
| Over-scope | ๐ด High | Strict milestone discipline |
| AI hype gap | ๐ก Medium | Pattern-based, not AGI |
| Mobile performance | ๐ด High | Aggressive LOD + cloud |
| Player confusion | ๐ก Medium | Environmental teaching |
| Content burnout | ๐ก Medium | Emergent systems > scripted |
> 35 minutes
High retry rate
Death without quitting
High frequency
Faction interaction rate
If players lose but keep playing, you've won.
With proper scoping and LOD systems
UI combat and emergent narrative
Competitive but differentiated
Cosmetics only, no pay-to-win
Living world platform
Main challenge: Discipline and scope control
Main strength: Unforgettable systems + identity-driven gameplay