[-+] Energetic Asymmetry
Designing with imbalance as a guiding force. Not all choices are equal, and the illusion of balance is often more important than actual fairness. Asymmetry builds tension, misdirection, and player identity based on action.
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Effect on the Mind:
Uneven emotional pull. Lures attention to obvious weight, while meaning hides in the quiet. It manipulates attention and emotional readiness.
In Practice:
One path is loud, another silent. The player is nudged toward one, but reward or story rests with the other. This generates anticipation, hesitation, or regret—a false sense of choice that evolves upon reflection.
Visual Notes:
A central axis, dividing two sides.
Use weighting symbols (big scribbles vs open space).
Arrows pull attention to clutter side, with a hidden path on the clean side.
Use color codes (e.g., red/blue or warm/cool zones).
Narrative Use:
One path is noisier or more dramatic, the other quieter but more dangerous.
Player's instincts are manipulated, not told.
Cult Of Sacrifice example implementation:
Patrols in the early game that overtly coerce the player into navigating the perimeters. This leads to alternate pathways with traversal reroutes that tailor different approaches to the environment based on choice and risk aversion.
Throughout the world there are different cues and sounds that are planted to have a psycho-acoustic affect on the player and coerce decisions that are off the beaten path. There is blood and signs of former battle that all paint a fog on the landscape as the player moves around it to observe it. It's lingering energy
I'm Within Reach
Engagement
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