Narrative design is often overlooked in live-ops games, considered secondary or just some background text to fill a page.
I see it very differently. An engaging game is, at its core, a story. A good game designer should use the mechanics and systems to draw players into the game’s world, making the experience truly immersive.
The “Greek Ten Hells” is a combat system I designed for Mythic Heroes. The core mechanic itself is not complex; it’s a tower-climbing system where the difficulty increases with each map. I envisioned players going through trials, much like Dante’s journey through the ten layers of Hell in The Divine Comedy. So, I designed each layer of Hell with its own unique combat mechanics.
In the River of Wrath, players take periodic fire damage. In the River of Forgetfulness, you occasionally “forget” to use skills. At the entrance to the Underworld, you face the giant three-headed dog, and in the Maze of the Night Goddess, you temporarily lose your vision.