(O nose the spelling police, please i didn't mean to it was an honest mistake. I will do better I swear. )
In truth it truly comes down to the fact that I see the "fun" of the game arising purely from the actual gameplay of combat. The constant striving to outdo the opponent, whilst trying to survive their attacks. A game of chasing after each other whilst also running from each other. Executing a pure transition into a different element flatfooting the opponent or attacking across elements thus effectively catching them unawares. I want the elation to be from the ability to defeat my foe from having done a particularly clever set of transitions or feel the crushing disappointment of being defeated mercilessly by the opponent outplaying me forcing me to go back to the drawing board and rethink a stratagem or tactic.
Awesome, Now I think that you defined that the main player experience or fun of the game is going to be combat, and not just combat but intense competitive combat.
(please correct me if I am wrong!)
With that we can build our mission statement and design pillars to support that. Now I am not sure if the mission statement should be more focused on "creative use of different shapes for battle" or something more focused on "rapid shape shifting combat".(these are just examples) I do feel that the missions statement should make reference to shape shifting and battle. What do you think the mission statement should be?
Once we have the mission statement we can build or pillar and begin to organize everything into a design doc.
I would like to have a Skype conversion at some point in the future. To discuss this further.