Pattern

Ecology

An ecology is a set of interdependent parts whose interactions can reinforce or balance one another.

Ask
Which parts constrain one another through resource exchange?

Sources

  1. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 248Like a braking engine, an ecology system has a predominant balancing loop, or set of loops, rather than a reinforcing one. In this balancing loop, resources are exchanged such that each part ultimately balances rather than reinforces the others.
  2. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 66–71Negative feedback creates equilibrium, while positive feed- back
  3. Tynan Sylvester, The Simulation Dream, opening ecology example; “Player Model Principle”; “Drowning in Complexity”The simulation has to create situations that are worthy of being called stories.
  4. Ian Schreiber, Level 10: Final Boss, “Multiple resources”; “Trading”you can also have multiple goods where the demand for one increases demand for the other

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