Part
Part interactions
You might say: how parts affect one another
Part interactions are the causal relationships through which one part changes another part's state, value or available choices.
- What it does
- Turns a parts list into a system with emergent dynamics.
- Ask
- Which part changes which other part, under what conditions and with what delay?
What to look for
- One part changing another's state
- A value changing after an interaction
- Available choices changing after an effect
Parts
- Interaction formula catalogue: A catalogue of mitigation formulas compares how armour changes damage taken: subtractive, divisive, percentage and threshold models.
- Interaction observation: Record the outcome of an interaction across representative states, opponents, frequencies and timings; a single stat or duel can mislead.
Sources
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 89
State connections indicate how changes to the current state of a node (the number of resources in it) affect something else in the diagram.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, interconnections between systems and second-order effects
Look at the interconnections between systems. If you change one thing, you should know what other things will be affected.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, Introduction pp. xi–xiii; ch. 1 pp. 1–22; ch. 4 pp. 59–77
the mechanisms that govern the relationships between them and how they are produced or consumed.
- Ian Schreiber, Level 2: Numeric Relationships, Identity and Linear Relationships; Relationships Within Systems
Numbers in games don’t exist in a vacuum. They only have meaning in relation to each other.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, More Game Balance Techniques: interconnections and second-order effects
Look at the interconnections between systems. If you change one thing, you should know what other things will be affected.
- Tynan Sylvester, The Simulation Dream, opening ecology example; Drowning in Complexity; Creating Story-Richness
Each can work at the fishing pond, the market, the field, the mill.
Use it on your project
teardown-apply: hold "Part interactions" (part-interactions) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal