Veloren's world is large and extensive and we encourage many different ways to play the game, as well as diverse elements that enrich the experience. There is no single, specific goal or focus and we believe it would hurt the wider community if one was introduced.
Where possible, avoid 'invisible walls' (both literal and metaphorical) that arbitrarily break consistency and limit what players can do. If limitations need to exist for technical, balance, gameplay, or moderation reasons then attempt to find in-world justification for those limitations.
Where possible and where doing so does not place dramatic limitations on future development, Veloren should attempt to be modular such that disparate components of the project can be reused and integrated into diverse settings. Where possible, features should be small, self-correcting, rugged, and able to operate in diverse environments (a great example of this is the Controller/Agent/CharacterState code, which generalises to all players, NPCs, and even non-sentient entities).
Development should occur in dialogue with the community. While Veloren is inevitably steered by those most active members, it is important to take into account feedback from the periphery: less active developers, moderators, artists, players, as well as third parties such as downstream consumers of the software produced by the project. Veloren should actively resist attempts to turn the project into a for-profit venture, with fundraising and finance used wisely with the primary aim of enhancing the core project, player experience, and upstream/downstream projects.
Veloren emphasises gameplay and systems that emerge out of the application of simple, physically-based rules where possible. Systems should be simple, interconnected, self-balancing, and simple in isolation: complex and interesting behaviour should emerge through the interaction between systems rather than arising due to complexity within any single system.