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Totten, An Architectural Approach to Level Design","url":"https://api.pageplace.de/preview/DT0400.9781351116299_A37413136/preview-9781351116299_A37413136.pdf","kind":"book","isbn":"9780815361367","page":"Introduction, p. xxxv","quote":"a good level can utilize environment art assets as part of its system of visual communication—communicating to the player through the repetition of specific assets","work":"christopher-w-totten-an-architectural-approach"}],"id":"screen-presentation","look":{"parts":[{"shape":"plane","size":[2.2,1.4],"material":"screen","color":"#1f4160","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 440 280\"><rect x=\"10\" y=\"10\" width=\"420\" height=\"260\" rx=\"16\" fill=\"#172b3a\" stroke=\"#79c7db\" stroke-width=\"8\"/><path d=\"M28 206h384M28 160h384M28 114h384M105 28v232M182 28v232M259 28v232\" stroke=\"#2f6c55\" stroke-width=\"3\"/><circle cx=\"118\" cy=\"154\" r=\"17\" fill=\"#f2c14e\"/><path d=\"M292 70l22 38h-44z\" fill=\"#ec6b5f\"/><path d=\"M207 128l9 20 21-4-16 15 6 21-20-11-19 12 6-22-16-14 21 3z\" fill=\"#e26f62\" stroke=\"#fff\" stroke-width=\"4\"/><rect x=\"28\" y=\"29\" width=\"122\" height=\"17\" rx=\"6\" fill=\"#e7c66a\"/><rect x=\"320\" y=\"187\" width=\"84\" height=\"48\" rx=\"7\" fill=\"#17232f\" stroke=\"#f4c542\" stroke-width=\"4\"/><path d=\"M332 201h48M332 216h34\" stroke=\"#78d6a8\" stroke-width=\"5\"/><path d=\"M56 228h70M80 218v20M102 218v20\" stroke=\"#9ee7ff\" stroke-width=\"5\"/><text x=\"320\" y=\"48\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"18\">SCREEN</text></svg>"}]}},{"term":"Game state on screen","aka":["the scene"],"kind":"part","plain":"The scene, board or playfield is a view of the current state, not the whole game system.","does":"Shows positions, threats, goals and affordances at the time scale of play.","ask":"Which state variables must be visible now?","cues":["Positions and threats on the playfield","Goals in the scene","An interactable object changes the crosshair"],"children":["rendered-state"],"at":[-0.7,0.3,0.04],"sources":[{"label":"Bethesda Softworks, Fallout: New Vegas Game Manual","url":"https://cdn.akamai.steamstatic.com/steam/apps/22380/manuals/fnv_gfw_manual-10-steam.pdf","kind":"maker","page":"p. 4","quote":"The compass indicates the direction you are heading … Your crosshair will change whenever you are able to interact with an object.","work":"bethesda-softworks-fallout-new-vegas-game-manual"}],"id":"screen-surface","look":{"parts":[{"shape":"plane","size":[2.4,1.5],"material":"screen","color":"#274b66","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 360 225\"><rect x=\"10\" y=\"10\" width=\"340\" height=\"205\" rx=\"14\" fill=\"#172b3a\" stroke=\"#79c7db\" stroke-width=\"7\"/><path d=\"M25 164h310M25 128h310M25 92h310M85 25v175M145 25v175M205 25v175M265 25v175\" stroke=\"#2f6c55\" stroke-width=\"3\"/><circle cx=\"101\" cy=\"125\" r=\"15\" fill=\"#f2c14e\"/><path d=\"M245 65l18 31h-36z\" fill=\"#ec6b5f\"/><path d=\"M169 106l8 17 18-3-14 13 5 18-17-10-16 10 5-18-14-13 18 3z\" fill=\"#e26f62\" stroke=\"#fff\" stroke-width=\"3\"/><rect x=\"25\" y=\"27\" width=\"104\" height=\"15\" rx=\"5\" fill=\"#e7c66a\"/><text x=\"264\" y=\"43\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"16\">PLAYFIELD</text></svg>"}]}},{"term":"Rendered state","aka":["what the frame reports"],"kind":"measure","plain":"A readable snapshot of positions, values and recent events at one moment.","does":"Lets the player compare the current state with the intended goal.","ask":"Does the frame expose the information needed for a choice?","cues":["Positions at one moment","Values in bars or hearts","Recent events in the frame"],"at":[0,0,0.08],"sources":[{"label":"Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games","url":"https://celiahodent.com/cognitive-psychology-applied-to-user-experience-in-video-games/","kind":"practitioner","page":"Perception; 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Signs and feedback; Attention","quote":"Game feedback is the reaction of the system to the player’s action.","work":"celia-hodent-cognitive-psychology-applied-to"},{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Strength of Feedback; Sensory type; Noisiness","quote":"Multiple channels of aligned feedback such as color, animation, sound, and touch that reinforce one another.","flag":"author blog","work":"daniel-cook-building-tight-game-systems-of-cause"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"opening; Response; Polish: visual, audio, motion and tactile feedback","quote":"It’s mostly subconscious, a combination of sights, sounds, and instant response to action.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Tangible and Obvious Results: visual, auditory, narrative and constructive feedback","quote":"A player’s enjoyment of a game can be enhanced greatly by the amount and type of feedback that they receive from the game as a result of their decisions.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"feedback-signals","look":{"parts":[{"shape":"plane","size":[1.5,0.8],"material":"screen","color":"#324b61","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 160\"><rect x=\"12\" y=\"12\" width=\"276\" height=\"136\" rx=\"12\" fill=\"#1b2a3a\" stroke=\"#f4c542\" stroke-width=\"6\"/><path d=\"M150 31l10 22 24-4-18 17 7 24-23-13-22 14 7-25-18-16 24 3z\" fill=\"#e26f62\" stroke=\"#fff\" stroke-width=\"4\"/><path d=\"M43 117h70M77 117V92M55 101h44\" fill=\"none\" stroke=\"#9ee7ff\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M211 76h30M226 61v30\" stroke=\"#78d6a8\" stroke-width=\"7\" stroke-linecap=\"round\"/><text x=\"150\" y=\"137\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"16\">RESULT</text></svg>"}]}},{"term":"Result feedback","aka":["win, loss or changed state"],"kind":"measure","plain":"The observed result of an action: a value moved, a rule fired or a goal became nearer or farther away.","does":"Provides evidence for the next decision.","ask":"What exactly did that action change?","cues":["A value moving","A goal nearer or farther away"],"at":[0,0,0.12],"sources":[{"label":"Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research","url":"https://users.cs.northwestern.edu/~hunicke/MDA.pdf","kind":"research","page":"pp. 2–4","quote":"supporting adversarial play and clear feedback about who is winning are essential to competitive game…","work":"robin-hunicke-marc-leblanc-and-robert-zubek-mda"},{"label":"Daniel Cook, Loops and Arcs","url":"https://lostgarden.com/2012/04/30/loops-and-arcs/","kind":"practitioner","page":"Loops section: model, action, system, feedback and model update","quote":"Receives feedback that… Updates their mental model and starts the loop all over again.","flag":"author blog","work":"daniel-cook-loops-and-arcs"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"opening; Response; Rules","quote":"Feedback returns just as quickly, letting me adjust and fine-tune my instructions.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Tangible and Obvious Results; Feedback Loops","quote":"This leads to the dynamic where a player may sit next to a spawn point and immediately kill anyone as soon as they respawn.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Tangible and Obvious Results; Decision Recognition, Evaluation, and Design","quote":"A player’s enjoyment of a game can be enhanced greatly by the amount and type of feedback that they receive from the game as a result of their decisions.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"result-feedback","look":{"parts":[{"shape":"plane","size":[0.75,0.45],"material":"glow","color":"#3a3a42","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 150 90\"><rect x=\"8\" y=\"10\" width=\"134\" height=\"70\" rx=\"10\" fill=\"#f4c542\" stroke=\"#fff\" stroke-width=\"5\"/><path d=\"M28 51l15-15 12 10 19-21 17 20\" fill=\"none\" stroke=\"#51394c\" stroke-width=\"6\"/><text x=\"75\" y=\"73\" text-anchor=\"middle\" fill=\"#51394c\" font-family=\"sans-serif\" font-size=\"16\">+25</text></svg>"}]}},{"term":"Interface layout","aka":["where the signals sit"],"kind":"part","plain":"The arrangement of scene, controls and readouts determines what the player can notice without searching.","does":"Preserves attention for decisions rather than navigation of the interface.","ask":"What must be glanceable during the core decision?","cues":["Scene, controls and readouts arranged together","HUD information visible at a glance","Signals that need no searching"],"at":[0.7,-0.3,0.04],"sources":[{"label":"Ernest Adams, Fundamentals of Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321929679/samplepages/0321929675.pdf","kind":"book","isbn":"9780321929679","page":"ch. 4, p. 90","quote":"keep the user interfaces in games for children sim- ple and focused","work":"ernest-adams-fundamentals-of-game-design"},{"label":"Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games","url":"https://celiahodent.com/cognitive-psychology-applied-to-user-experience-in-video-games/","kind":"practitioner","page":"Perception; 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When all players have written their orders, the orders are simultaneously revealed, and then the orders are all resolved.","work":"avalon-hill-the-rules-of-diplomacy"},{"label":"Battlefront.com, Combat Mission: Afrika Korps Game Manual","url":"https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3843570/manuals/d310bfc71b620f3e871de6eb8d321c659d4f1a81/CM3_manual_EN.pdf","kind":"maker","page":"pp. 7–8, 12, 14","quote":"Both players issue their orders in the Orders Phase. The game is paused and players can take as much time as they like to plan their actions and issue orders.","work":"battlefront-com-combat-mission-afrika-korps-game"},{"label":"Matrix Games, WEGO World War II: Overlord Game Manual","url":"https://ftp.matrixgames.com/pub/WEGOWorldWarIIOverlord/WEGOWW2GameManual.pdf","kind":"maker","page":"pp. 10–11, 13, 17–19","quote":"WEGO by its nature is about the Player’s ability to plan for and manage chaos","work":"matrix-games-wego-world-war-ii-overlord-game"},{"label":"Matrix Games, WEGO World War II: Overlord Dev Diary #1","url":"https://www.matrixgames.com/news/wego-world-war-ii-overlord-dev-diary-1","kind":"maker","page":"planning lock, order reconciliation, collisions and movement slices","quote":"both players issue their orders during the planning phase, and then the game executes them simultaneously in a resolution phase—like watching a film of the turn play out.","work":"matrix-games-wego-world-war-ii-overlord-dev"},{"label":"PlayDiplomacy, Game Options","url":"https://www.playdiplomacy.com/help.php?sub_page=Game_Options","kind":"practitioner","page":"deadlines and finalizing; Fog of War; game-length examples","quote":"By default, if all players with orders for\na phase finalize, the deadline expires early and the phase is resolved\nimmediately.","work":"playdiplomacy-game-options"},{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Pacing and Time Pressure","quote":"Short time lapses between cause and effect.","flag":"author blog","work":"daniel-cook-building-tight-game-systems-of-cause"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions: decision frequency and decisions made within seconds","quote":"Decisions like whether to reload a weapon or instead wait another one second to re-evaluate the situation are what should concern game designers.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"decision-window","look":{"parts":[{"shape":"plane","size":[0.85,0.85],"material":"gloss","color":"#2e3542","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 170 170\"><rect x=\"10\" y=\"10\" width=\"150\" height=\"150\" rx=\"15\" fill=\"#202a39\" stroke=\"#d98b46\" stroke-width=\"7\"/><rect x=\"22\" y=\"24\" width=\"126\" height=\"42\" rx=\"7\" fill=\"#263f4d\" stroke=\"#63d0aa\" stroke-width=\"3\"/><path d=\"M85 25v40\" stroke=\"#d98b46\" stroke-width=\"3\"/><text x=\"53\" y=\"50\" text-anchor=\"middle\" fill=\"#9ee7ff\" font-family=\"sans-serif\" font-size=\"14\" font-weight=\"bold\">PLAN</text><text x=\"116\" y=\"50\" text-anchor=\"middle\" fill=\"#ffcf70\" font-family=\"sans-serif\" font-size=\"13\" font-weight=\"bold\">RESOLVE</text><path d=\"M29 77h112\" stroke=\"#d98b46\" stroke-width=\"5\" stroke-linecap=\"round\"/><circle cx=\"85\" cy=\"77\" r=\"8\" fill=\"#f4c542\" stroke=\"#202a39\" stroke-width=\"3\"/><path d=\"M36 91h43v42H36z\" fill=\"#1a3141\" stroke=\"#5c89a5\" stroke-width=\"3\"/><path d=\"M41 123l14-15 8 7 12-14\" fill=\"none\" stroke=\"#76d6ac\" stroke-width=\"4\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M41 99h24M41 105h16\" stroke=\"#63788a\" stroke-width=\"3\" stroke-linecap=\"round\"/><path d=\"M93 91h47v42H93z\" fill=\"#302c38\" stroke=\"#9a6684\" stroke-width=\"3\"/><circle cx=\"116\" cy=\"110\" r=\"13\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"4\"/><path d=\"M116 110V101M116 110l8 5\" stroke=\"#fff\" stroke-width=\"3\" stroke-linecap=\"round\"/><text x=\"116\" y=\"128\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"10\">T-24H</text><text x=\"85\" y=\"151\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"12\">LOCK · PLAY · REVEAL</text></svg>"}]}},{"term":"WEGO plan–resolve cycle","aka":["simultaneous turns","plan, commit, resolve"],"kind":"loop","plain":"A WEGO turn alternates a private planning phase with a shared resolution phase; unlike IGOUGO, both sides prepare before either side sees the outcome.","does":"Makes planning, commitment, resolution and review the repeatable unit of asynchronous strategy play.","ask":"Does the phase boundary preserve simultaneous choice without making the result unreadable?","cues":["Private planning phase","Shared resolution phase","Orders revealed before resolution","Review before the next turn"],"range":"plan → commit → resolve → review, repeated each turn","trouble":"If planning and resolution blur together, players can react after seeing outcomes and the game becomes IGOUGO by accident.","at":[-0.21,0.22,0.08],"links":[{"to":"action-resolution","rel":"see also"},{"to":"core-gameplay-loop","rel":"see also"}],"loop":{"type":"cycle","through":["planning-information","order-commitment","simultaneous-conflict-adjudication","async-turn-deadline"]},"sources":[{"label":"Avalon Hill, The Rules of Diplomacy","url":"https://media.wizards.com/2015/downloads/ah/diplomacy_rules.pdf","kind":"standard","page":"p. 6","quote":"Immediately following this period of “diplomacy,” each player secretly writes an order for each of his or her units on a slip of paper. When all players have written their orders, the orders are simultaneously revealed, and then the orders are all resolved.","work":"avalon-hill-the-rules-of-diplomacy"},{"label":"Battlefront.com, Combat Mission: Afrika Korps Game Manual","url":"https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3843570/manuals/d310bfc71b620f3e871de6eb8d321c659d4f1a81/CM3_manual_EN.pdf","kind":"maker","page":"pp. 7–8: Orders Phase, Action Phase and Action Replay","quote":"The computer calculates the Action Phase, 60 seconds of real-time combat, based on both players’ orders.","work":"battlefront-com-combat-mission-afrika-korps-game"},{"label":"Matrix Games, WEGO World War II: Overlord Game Manual","url":"https://ftp.matrixgames.com/pub/WEGOWorldWarIIOverlord/WEGOWW2GameManual.pdf","kind":"maker","page":"p. 10: WEGO versus IGOUGO and the reconcile/replay cycle","quote":"In many board and computer wargames, one side will move its units and resolve combat, followed by the other side repeating the process. This game mechanic is known as IGOUGO","work":"matrix-games-wego-world-war-ii-overlord-game"}],"id":"wego-plan-resolve-cycle","feel":{"shape":0.42,"energy":0.72,"weight":0.02,"warmth":0.68,"grain":0.3,"motion":"orbit","why":"A warm orbit keeps private intention and shared consequence in a legible repeating rhythm."}},{"term":"Order commitment","aka":["lock-in","commit","ready"],"kind":"knob","plain":"The point at which a player's private orders stop being revisable for a resolution.","does":"Sets whether players can keep drafting while waiting, whether early readiness advances the turn, and which order set is authoritative.","ask":"When does an order become immutable, and can the player uncommit before resolution?","cues":["Orders no longer revisable","Ready-up or hard lock before resolution","Resolution using the final order set"],"range":"revisable until deadline; ready-up; hard lock at phase end","trouble":"If locking is hidden or reversible without clear feedback, players cannot tell which plan the engine will execute.","at":[0,0.07,0.1],"links":[{"to":"action-resolution","rel":"controls"}],"sources":[{"label":"Avalon Hill, The Rules of Diplomacy","url":"https://media.wizards.com/2015/downloads/ah/diplomacy_rules.pdf","kind":"standard","page":"pp. 6–7: secret order writing and simultaneous reveal","quote":"Each player secretly writes “orders” for each of his or her units on a slip of paper. All players then reveal orders at the same time.","work":"avalon-hill-the-rules-of-diplomacy"},{"label":"Battlefront.com, Combat Mission: Afrika Korps Game Manual","url":"https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3843570/manuals/d310bfc71b620f3e871de6eb8d321c659d4f1a81/CM3_manual_EN.pdf","kind":"maker","page":"p. 7: GO starts the Action Phase; orders cannot be changed during it","quote":"After giving orders to their units, players click the GO! button.","work":"battlefront-com-combat-mission-afrika-korps-game"},{"label":"Matrix Games, WEGO World War II: Overlord Game Manual","url":"https://ftp.matrixgames.com/pub/WEGOWorldWarIIOverlord/WEGOWW2GameManual.pdf","kind":"maker","page":"p. 17: Next Phase ends planning and cannot be undone","quote":"Next Phase . This button concludes the Planning Phase for a player’s side","work":"matrix-games-wego-world-war-ii-overlord-game"}],"id":"order-commitment","look":{"parts":[{"shape":"plane","size":[0.42,0.28],"material":"screen","color":"#28394a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 120 80\"><rect x=\"7\" y=\"7\" width=\"106\" height=\"66\" rx=\"10\" fill=\"#1d2d3d\" stroke=\"#63d0aa\" stroke-width=\"4\"/><path d=\"M42 37v-8a18 18 0 0 1 36 0v8\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"6\" stroke-linecap=\"round\"/><rect x=\"35\" y=\"35\" width=\"50\" height=\"28\" rx=\"5\" fill=\"#d98b46\"/><circle cx=\"60\" cy=\"49\" r=\"5\" fill=\"#202a39\"/><text x=\"60\" y=\"20\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"10\">COMMIT</text></svg>"}]}},{"term":"Simultaneous conflict adjudication","aka":["WEGO conflict resolution","collision rules","order reconciliation"],"kind":"process","plain":"The resolver combines all committed orders against a common starting state and applies explicit priority rules when actions collide.","does":"Turns crossings, mutual attacks, move collisions, retreats and chain reactions into one deterministic result or an intentionally stated random result.","ask":"What happens when two orders claim the same space, kill each other, or change the conditions for a later order?","cues":["Orders claiming the same space","Crossings, mutual attacks or retreats","A replay of resolved moves"],"range":"priority phases, initiative, standoff, mutual destruction, retreats","trouble":"Order-dependent outcomes, hidden priority, or a replay that cannot explain why a move failed.","at":[0.21,0.22,0.08],"links":[{"to":"action-resolution","rel":"see also"},{"to":"rules-evaluation","rel":"see also"}],"sources":[{"label":"Avalon Hill, The Rules of Diplomacy","url":"https://media.wizards.com/2015/downloads/ah/diplomacy_rules.pdf","kind":"standard","page":"pp. 8–14: standoffs, dislodgments, retreats and order interactions","quote":"Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. If two or more units are ordered to the same province, none of them can move.","work":"avalon-hill-the-rules-of-diplomacy"},{"label":"Matrix Games, WEGO World War II: Overlord Dev Diary #1","url":"https://www.matrixgames.com/news/wego-world-war-ii-overlord-dev-diary-1","kind":"maker","page":"collisions, chain reactions, ad-hoc battles, timing and priority","quote":"Once both players have locked in their orders, the game records two full sets of Commands — every move, every attack, every recon mission, the lot.","work":"matrix-games-wego-world-war-ii-overlord-dev"},{"label":"Matrix Games, WEGO World War II: Overlord Game Manual","url":"https://ftp.matrixgames.com/pub/WEGOWorldWarIIOverlord/WEGOWW2GameManual.pdf","kind":"maker","page":"pp. 10, 76–85: reconciliation and combat resolution","quote":"Each player’s moves and attacks are compared and resolved as necessary.","work":"matrix-games-wego-world-war-ii-overlord-game"},{"label":"Battlefront.com, Combat Mission: Afrika Korps Game Manual","url":"https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3843570/manuals/d310bfc71b620f3e871de6eb8d321c659d4f1a81/CM3_manual_EN.pdf","kind":"maker","page":"p. 7: simultaneous action replay and no mid-resolution input","quote":"Players have no influence at this stage on the results of the orders they have given","work":"battlefront-com-combat-mission-afrika-korps-game"}],"id":"simultaneous-conflict-adjudication","look":{"parts":[{"shape":"plane","size":[0.44,0.3],"material":"screen","color":"#382c3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 132 90\"><rect x=\"7\" y=\"7\" width=\"118\" height=\"76\" rx=\"10\" fill=\"#2b2635\" stroke=\"#d98b46\" stroke-width=\"4\"/><path d=\"M22 24l30 30M52 24L22 54\" stroke=\"#9ee7ff\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M80 24l30 30M110 24L80 54\" stroke=\"#ff8f73\" stroke-width=\"7\" stroke-linecap=\"round\"/><circle cx=\"66\" cy=\"45\" r=\"14\" fill=\"#f4c542\" stroke=\"#202a39\" stroke-width=\"4\"/><path d=\"M60 45h12M66 39v12\" stroke=\"#202a39\" stroke-width=\"4\" stroke-linecap=\"round\"/><text x=\"66\" y=\"75\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"10\">ADJUDICATE</text></svg>"}]}},{"term":"Planning information","aka":["fog of war","order preview","what you can know"],"kind":"concept","plain":"The visibility and prediction tools exposed while orders are still private: observed enemies, legal-move overlays, estimated paths and test replays.","does":"Lets a player reason about an uncertain future without leaking hidden orders or promising a forecast the resolver cannot guarantee.","ask":"What can each player see, test or infer before committing, and what remains hidden?","cues":["Observed enemies on the planning map","Legal-move overlays","Estimated paths","Test replays before commitment"],"range":"full information; fog of war; partial scouting; preview with uncertainty","trouble":"A preview that looks certain, or information revealed before resolution, erases hidden-information play and makes commitment bookkeeping rather than judgment.","at":[-0.21,-0.22,0.08],"links":[{"to":"screen-presentation","rel":"see also"},{"to":"choice-space","rel":"see also"}],"sources":[{"label":"Battlefront.com, Combat Mission: Afrika Korps Game Manual","url":"https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3843570/manuals/d310bfc71b620f3e871de6eb8d321c659d4f1a81/CM3_manual_EN.pdf","kind":"maker","page":"pp. 7, 12, 16–19: replay, Fog of War and planning overlays","quote":"Fog Of War None - enemy units are visible all the time and detailed information is available for all of them.","work":"battlefront-com-combat-mission-afrika-korps-game"},{"label":"Matrix Games, WEGO World War II: Overlord Game Manual","url":"https://ftp.matrixgames.com/pub/WEGOWorldWarIIOverlord/WEGOWW2GameManual.pdf","kind":"maker","page":"pp. 10, 13, 17–19, 87–90: fog, planning map and information controls","quote":"The following icons are used on the game map during the Planning Phase to assist the player in seeing/understanding his current plan","work":"matrix-games-wego-world-war-ii-overlord-game"}],"id":"planning-information","look":{"parts":[{"shape":"plane","size":[0.44,0.3],"material":"screen","color":"#233b4a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 132 90\"><rect x=\"7\" y=\"7\" width=\"118\" height=\"76\" rx=\"10\" fill=\"#1d3444\" stroke=\"#63d0aa\" stroke-width=\"4\"/><path d=\"M20 62l18-20 14 10 19-25 39 35\" fill=\"none\" stroke=\"#9ee7ff\" stroke-width=\"4\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M17 70h98\" stroke=\"#63788a\" stroke-width=\"3\" stroke-linecap=\"round\"/><circle cx=\"95\" cy=\"29\" r=\"12\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"4\"/><path d=\"M95 18v22M84 29h22\" stroke=\"#f4c542\" stroke-width=\"3\"/><path d=\"M31 26c10-10 22-10 32 0\" fill=\"none\" stroke=\"#fff\" stroke-width=\"4\" stroke-linecap=\"round\"/><circle cx=\"47\" cy=\"26\" r=\"5\" fill=\"#fff\"/><text x=\"66\" y=\"80\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"10\">SEE · TEST · INFER</text></svg>"}]}},{"term":"Asynchronous turn deadline","aka":["turn cadence","phase deadline","correspondence tempo"],"kind":"knob","plain":"The real-world cutoff and repeat interval for submitting the latest legal orders when players are not online together.","does":"Sets how much planning time asynchronous players have and when the server locks, resolves, reports, and opens the next turn.","ask":"What clock is authoritative, what happens to an unsubmitted or late order, and how often does a new turn open?","cues":["A clock before the order cutoff","The next turn after a repeat interval"],"range":"seconds to minutes for live play; hours to days for correspondence play","trouble":"Unclear time zones, silent late-order behavior, or a cadence so short that players cannot inspect the replay and plan again.","at":[0.21,-0.22,0.08],"links":[{"to":"core-gameplay-loop","rel":"controls"},{"to":"decision-window","rel":"see also"}],"sources":[{"label":"PlayDiplomacy, Game Options","url":"https://www.playdiplomacy.com/help.php?sub_page=Game_Options","kind":"practitioner","page":"deadlines, optional finalizing, fixed deadlines, early processing and 12-hour/3-day cadence examples","quote":"The length of deadlines can be set\nindividually for each type of phase.","work":"playdiplomacy-game-options"}],"id":"async-turn-deadline","look":{"parts":[{"shape":"plane","size":[0.44,0.3],"material":"screen","color":"#302c38","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 132 90\"><rect x=\"7\" y=\"7\" width=\"118\" height=\"76\" rx=\"10\" fill=\"#292a38\" stroke=\"#d98b46\" stroke-width=\"4\"/><circle cx=\"42\" cy=\"42\" r=\"22\" fill=\"#202a39\" stroke=\"#f4c542\" stroke-width=\"5\"/><path d=\"M42 42V27M42 42l12 8\" stroke=\"#fff\" stroke-width=\"4\" stroke-linecap=\"round\"/><path d=\"M42 14v-4M70 42h4M42 70v4M14 42h-4\" stroke=\"#f4c542\" stroke-width=\"3\" stroke-linecap=\"round\"/><path d=\"M78 25h36M78 43h28M78 61h36\" stroke=\"#9ee7ff\" stroke-width=\"5\" stroke-linecap=\"round\"/><text x=\"96\" y=\"78\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">TICK · TICK</text></svg>"}]}},{"term":"Choice space","aka":["the alternatives"],"kind":"concept","plain":"The set of actions that are legal, understandable and worth comparing in the current state.","does":"Creates agency by making alternatives carry different risks, costs or opportunities.","ask":"Why choose this action instead of the others?","at":[0,0,0.2],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 225","quote":"If there are only a few viable paths through the game world, then the probability space for game is narrow; the player has few if any meaningful decisions to make.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Option Complexity: meaningful options and reducing overload","quote":"Fewer options are available to consider.","flag":"author blog","work":"daniel-cook-building-tight-game-systems-of-cause"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Mechanics, Dynamics and Complexity; The Process of Play; Homeplay","quote":"How do players interact with one another?","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Decisions; Difficult Decisions; Decision Recognition, Evaluation, and Design","quote":"Each decision always offers at least two strongly competing options, which makes it difficult, and thus, interesting.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"choice-space","look":{"parts":[{"shape":"plane","size":[0.9,0.62],"material":"screen","color":"#263646","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 180 124\"><rect x=\"8\" y=\"10\" width=\"164\" height=\"104\" rx=\"10\" fill=\"#1a2735\" stroke=\"#d98b46\" stroke-width=\"5\"/><rect x=\"20\" y=\"27\" width=\"60\" height=\"34\" rx=\"6\" fill=\"#4f7f9b\"/><rect x=\"100\" y=\"27\" width=\"60\" height=\"34\" rx=\"6\" fill=\"#7d566e\"/><path d=\"M33 44h28M47 32v24\" stroke=\"#fff\" stroke-width=\"5\" stroke-linecap=\"round\"/><circle cx=\"130\" cy=\"44\" r=\"8\" fill=\"#f4c542\"/><path d=\"M20 84h120\" stroke=\"#9ee7ff\" stroke-width=\"5\"/><text x=\"90\" y=\"105\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">A: RISK   B: SAFE</text></svg>"}]}},{"term":"Action resolution","aka":["the rules answering an input"],"kind":"process","plain":"The game applies rules, timing and interactions to turn an input into a state change.","does":"Makes the player's decision causally matter in the system.","ask":"Which rules fire, in which order, with what information?","cues":["Input turning into a state change","An interaction producing a result"],"children":["rules-evaluation"],"at":[0.6,0,0],"sources":[{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"MIT OCW lecture slide 8: relation between player action and game outcome","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"},{"label":"Daniel Cook, What are game mechanics?","url":"https://lostgarden.com/2006/10/24/what-are-game-mechanics/","kind":"practitioner","page":"game mechanics definition and feedback loops","quote":"The action causes an effect within the simulated game world","flag":"author blog","work":"daniel-cook-what-are-game-mechanics"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"Response; Context; Rules","quote":"Response -- How the system processes, modifies, and responds to player input in real time.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Mechanics, Dynamics and Complexity; Feedback Loops; Emergence","quote":"When does the game end, and how is a resolution determined?","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Tangible and Obvious Results; Decision Recognition, Evaluation, and Design","quote":"The ace that gaming has up its sleeve is that it gives the player opportunities to make decisions and then observe the results of those choices in a consequence-free zone.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"action-resolution","look":{"parts":[{"shape":"plane","size":[1,0.7],"material":"gloss","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 140\"><rect x=\"10\" y=\"16\" width=\"180\" height=\"108\" rx=\"14\" fill=\"#1d2a3a\" stroke=\"#e58b65\" stroke-width=\"6\"/><rect x=\"31\" y=\"37\" width=\"58\" height=\"34\" rx=\"7\" fill=\"#e58b65\"/><path d=\"M118 53h47M142 40l23 13-23 13\" fill=\"none\" stroke=\"#fff\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M38 98h122\" stroke=\"#7fc79a\" stroke-width=\"7\" stroke-linecap=\"round\"/><text x=\"100\" y=\"118\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">PRESS / RESOLVE</text></svg>"}]}},{"term":"Rules evaluation","aka":["checking the rule"],"kind":"process","plain":"The resolver checks conditions, calculates effects and records the new state.","does":"Keeps outcomes consistent enough for learning and strategy.","ask":"Can a player explain why this result followed?","at":[0,0,0.1],"sources":[{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch05section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 5, p. 92","quote":"Activators connect two nodes. They activate or inhibit their target node based on the state of their origin node and a specific condition.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, What are game mechanics?","url":"https://lostgarden.com/2006/10/24/what-are-game-mechanics/","kind":"practitioner","page":"feedback loops: actions, effects, tokens, causal rules and new actions","quote":"The action causes an effect within the simulated game world","flag":"author blog","work":"daniel-cook-what-are-game-mechanics"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Now, About That MDA Framework Thing…: rules, constraints, actions, effects and game state","quote":"These are defined by the mechanics.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Scott Rogers, Level Up! 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Emergence","quote":"The Dynamics emerge from the Mechanics, and the Aesthetics arise out of the Dynamics.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Player Model Principle; Eclipse Colony design case study","quote":"Each can work at the fishing pond, the market, the field, the mill.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/component.html","kind":"book","isbn":"9780990582908","page":"Component: independent behavior components","quote":"They let us build complex\nentities with rich behavior by plugging different reusable component\nobjects into sockets on the entity.","work":"robert-nystrom-game-programming-patterns"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/update-method.html","kind":"book","isbn":"9780990582908","page":"Update Method: updating objects each frame","quote":"each entity in the game should encapsulate its own behavior.","work":"robert-nystrom-game-programming-patterns"}],"id":"part-behaviours","look":{"parts":[{"shape":"plane","size":[1.25,0.85],"material":"screen","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 250 170\"><rect x=\"10\" y=\"12\" width=\"230\" height=\"146\" rx=\"10\" fill=\"#1b2838\" stroke=\"#ee8c5c\" stroke-width=\"6\"/><circle cx=\"48\" cy=\"70\" r=\"16\" fill=\"#f4c542\"/><circle cx=\"124\" cy=\"70\" r=\"16\" fill=\"#88d1b4\"/><circle cx=\"200\" cy=\"70\" r=\"16\" fill=\"#e58b65\"/><path d=\"M64 70h43M140 70h43\" stroke=\"#fff\" stroke-width=\"6\" stroke-linecap=\"round\"/><path d=\"M98 63l10 7-10 7M174 63l10 7-10 7\" fill=\"none\" stroke=\"#fff\" stroke-width=\"5\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"48\" y=\"105\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">IDLE</text><text x=\"124\" y=\"105\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">MOVE</text><text x=\"200\" y=\"105\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">ATTACK</text><path d=\"M42 129h166\" stroke=\"#d7ae67\" stroke-width=\"6\" stroke-dasharray=\"12 8\"/></svg>"}]}},{"term":"Behaviour rule","aka":["condition → response"],"kind":"process","plain":"A behaviour rule maps a condition and an input to an effect on one or more parts.","does":"Produces the repeatable interactions from which dynamics emerge.","ask":"What input, condition and effect should be written down?","at":[0,0,0.1],"sources":[{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch05section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 5, p. 92","quote":"If the state of the origin node meets this condition, then the target node is activated (it can fire). When the condition is not met, the target node is inhibited (it cannot fire).","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, What are game mechanics?","url":"https://lostgarden.com/2006/10/24/what-are-game-mechanics/","kind":"practitioner","page":"feedback loops and causal rules","quote":"The action causes an effect within the simulated game world","flag":"author blog","work":"daniel-cook-what-are-game-mechanics"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Now, About That MDA Framework Thing…; Mechanics, Dynamics and Complexity","quote":"simple mechanics create extreme complexity","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Eclipse Colony design case study: rules for crop growth, tending, damage and health","quote":"Each tending operation speeds the plants towards finishing growth.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/state.html","kind":"book","isbn":"9780990582908","page":"State: finite state machines and behavior selected by state","quote":"Each state has a set of transitions, each associated with an input and pointing to a state. When an input comes in, if it matches a transition for the current state, the machine changes to the state that transition points to.","work":"robert-nystrom-game-programming-patterns"}],"id":"behaviour-rule","look":{"parts":[{"shape":"plane","size":[1.05,0.7],"material":"screen","color":"#27384a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 210 140\"><rect x=\"10\" y=\"12\" width=\"190\" height=\"116\" rx=\"10\" fill=\"#1c2837\" stroke=\"#ee8c5c\" stroke-width=\"5\"/><rect x=\"28\" y=\"31\" width=\"44\" height=\"26\" rx=\"5\" fill=\"#e6b84d\"/><path d=\"M85 44h88M28 84h145M28 105h104\" stroke=\"#b9d5d9\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M153 76l13 13 22-26\" fill=\"none\" stroke=\"#88d1b4\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/></svg>"}]}},{"term":"Parts register","aka":["the working table"],"kind":"process","plain":"The register records part names in rows and their common attributes in columns so the set can be inspected as it grows.","does":"Keeps scope, omissions and balance comparisons visible as content expands.","ask":"Can a new part be compared with the existing rows?","at":[0.55,-0.25,0.08],"sources":[{"label":"Simone Cicchetti, Practical tips on technical Game Design Documentation (Part 3) - Spreadsheets","url":"https://www.gamedeveloper.com/design/practical-tips-on-technical-game-design-documentation-part-3---spreadsheets","kind":"practitioner","quote":"Ideally, you want to organize elements in rows and their data in columns, and you want to keep the columns on a single screen window","work":"simone-cicchetti-practical-tips-on-technical"},{"label":"Simone Cicchetti, Practical tips on technical Game Design Documentation (Part 3) - Spreadsheets","url":"https://www.gamedeveloper.com/design/practical-tips-on-technical-game-design-documentation-part-3---spreadsheets","kind":"practitioner","quote":"You can use them for tuning of your game’s Progression, Economy and Stats","work":"simone-cicchetti-practical-tips-on-technical"}],"id":"parts-register","look":{"parts":[{"shape":"plane","size":[1.6,0.95],"material":"screen","color":"#253647","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 320 190\"><rect x=\"12\" y=\"14\" width=\"296\" height=\"162\" rx=\"10\" fill=\"#172634\" stroke=\"#b9d5d9\" stroke-width=\"6\"/><path d=\"M20 52h280M20 91h280M20 130h280M93 20v150M185 20v150M250 20v150\" stroke=\"#6e9bb0\" stroke-width=\"3\"/><text x=\"29\" y=\"40\" fill=\"#e6b84d\" font-family=\"sans-serif\" font-size=\"13\">PART</text><text x=\"103\" y=\"40\" fill=\"#88d1b4\" font-family=\"sans-serif\" font-size=\"13\">HP / ARM</text><text x=\"194\" y=\"40\" fill=\"#e58b65\" font-family=\"sans-serif\" font-size=\"13\">DOES</text><text x=\"29\" y=\"77\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">TOKEN</text><text x=\"103\" y=\"77\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">80 / 24</text><text x=\"194\" y=\"77\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">MOVE</text><text x=\"29\" y=\"116\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">RULE</text><text x=\"103\" y=\"116\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">—</text><text x=\"194\" y=\"116\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">IF → THEN</text><text x=\"29\" y=\"155\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">GOAL</text><text x=\"103\" y=\"155\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">LEVEL</text><text x=\"194\" y=\"155\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">REWARD</text></svg>"}]}},{"term":"Core gameplay loop","aka":["the repeatable play cycle"],"kind":"loop","plain":"The core loop is a repeatable chain in which the player reads a state, chooses an action, sees the system's result and updates their mental model before acting again.","does":"Defines the game's immediate rhythm and the decisions players spend most of their time making.","ask":"What does the player do again and again, and why does the next repetition matter?","cues":["State read before an action","Result shown after the action","A changed state before the next repetition"],"children":["goal-state","choice-point","action-resolution-step","feedback-step","state-change"],"at":[0,-0.1,0.06],"loop":{"type":"cycle","through":["goal-state","choice-point","action-resolution-step","feedback-step","state-change"]},"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 226","quote":"In a core loop, the player forms an intention and carries it out within the game, causing some change to occur in the game’s internal model. This change is presented as feedback to the player, often with an increase in ability or information.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Daniel Cook, Loops and Arcs","url":"https://lostgarden.com/2012/04/30/loops-and-arcs/","kind":"practitioner","page":"Loops section: model → action → system → feedback → updated model","quote":"The player starts with a mental model that prompts them to… Apply an action to… The game system and in return… Receives feedback that… Updates their mental model and starts the loop all over again.","flag":"author blog","work":"daniel-cook-loops-and-arcs"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"opening; Response; Rules","quote":"Control, intent, and instructions flow from me into the game as quickly as I can think.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"The Process of Play; Feedback Loops; Homeplay","quote":"Designers start with the Mechanics and follow them as they grow outward into the Aesthetics.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Decisions; Difficult Decisions; Tangible and Obvious Results","quote":"The ace that gaming has up its sleeve is that it gives the player opportunities to make decisions and then observe the results of those choices in a consequence-free zone.","work":"tynan-sylvester-decision-based-gameplay-design"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/game-loop.html","kind":"book","isbn":"9780990582908","quote":"A game loop runs continuously during gameplay.","work":"robert-nystrom-game-programming-patterns"}],"id":"core-gameplay-loop","feel":{"shape":0.48,"energy":0.7,"weight":0.05,"warmth":0.64,"grain":0.3,"motion":"orbit","why":"A warm moving ring makes the repeated cycle feel learnable but alive."}},{"term":"Goal state","aka":["what the player is trying to change"],"kind":"concept","plain":"A goal state is a desired condition that gives the next decision a direction.","does":"Turns available actions into purposeful choices.","ask":"What state would count as progress or success here?","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 225","quote":"In addition to the game’s internal systems, the player’s mental model includes both the explicit goals that the game sets before them, as well as the implicit goals that the player creates for themselves.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams, Fundamentals of Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321929679/samplepages/0321929675.pdf","kind":"book","isbn":"9780321929679","page":"ch. 4, p. 85","quote":"Play without a meaningful goal. Simply racking up the highest score isn’t enough.","work":"ernest-adams-fundamentals-of-game-design"}],"id":"goal-state","look":{"parts":[{"shape":"plane","size":[1,0.78],"material":"gloss","color":"#2b3948","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 156\"><path d=\"M34 25v98M34 25h74l-18 24 18 24H34\" fill=\"#e6b84d\" stroke=\"#fff\" stroke-width=\"6\" stroke-linejoin=\"round\"/><path d=\"M39 123h123\" stroke=\"#88d1b4\" stroke-width=\"7\" stroke-linecap=\"round\"/><circle cx=\"151\" cy=\"103\" r=\"22\" fill=\"none\" stroke=\"#9ee7ff\" stroke-width=\"7\"/><path d=\"M151 103v-13M151 103l10 7\" stroke=\"#9ee7ff\" stroke-width=\"6\" stroke-linecap=\"round\"/><text x=\"100\" y=\"151\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">GOAL</text></svg>"}]}},{"term":"Choice point","aka":["the decision"],"kind":"concept","plain":"A choice point is a state in which two or more actions have different consequences worth weighing.","does":"Creates agency and makes the core loop more than a sequence of button presses.","ask":"What can the player choose, and what trade-off does each option carry?","trouble":"Two buttons lead to the same useful result, one option wins in every relevant state, or the player cannot explain what choosing differently would change.","children":["choice-options","choice-tradeoffs","choice-information","choice-timing","choice-consequences"],"links":[{"to":"choice-space","rel":"see also"},{"to":"decision-window","rel":"see also"},{"to":"goal-state","rel":"see also"}],"sources":[{"label":"Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals","url":"https://www.creativegames.org.uk/modules/Intro_Game_Studies/Salen_Zimmerman-Rules_of_Play_Chapter3_2003.pdf","kind":"book","isbn":"9780262240451","page":"ch. 3, excerpt PDF p. 3: choices, outcomes and changed relationships","quote":"When a player makes a choice within a game, the action that results from the choice has an outcome.","work":"katie-salen-and-eric-zimmerman-rules-of-play"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions; Tangible and Obvious Results; Decision Recognition, Evaluation, and Design","quote":"Each decision always offers at least two strongly competing options, which makes it difficult, and thus, interesting.","work":"tynan-sylvester-decision-based-gameplay-design"},{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Option Complexity and Time Pressure","quote":"Which options are the most meaningful?","flag":"author blog","work":"daniel-cook-building-tight-game-systems-of-cause"}],"id":"choice-point","look":{"parts":[{"shape":"plane","size":[1.4,0.24],"pos":[0,0.52,0],"material":"screen","color":"#263646","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 350 60\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"12\" y=\"23\" font-size=\"19\" font-weight=\"bold\">OPTIONS</text><text x=\"12\" y=\"47\" font-size=\"17\">Reload now / keep firing</text></g></svg>"},{"shape":"plane","size":[1.4,0.24],"pos":[0,0.26,0],"material":"screen","color":"#51423a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 350 60\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"12\" y=\"23\" font-size=\"19\" font-weight=\"bold\">TRADE-OFF</text><text x=\"12\" y=\"47\" font-size=\"17\">Ammo later / exposure now</text></g></svg>"},{"shape":"plane","size":[1.4,0.24],"pos":[0,0,0],"material":"screen","color":"#354d50","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 350 60\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"12\" y=\"23\" font-size=\"19\" font-weight=\"bold\">INFORMATION</text><text x=\"12\" y=\"47\" font-size=\"17\">3 rounds; enemy offscreen</text></g></svg>"},{"shape":"plane","size":[1.4,0.24],"pos":[0,-0.26,0],"material":"screen","color":"#49394e","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 350 60\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"12\" y=\"23\" font-size=\"19\" font-weight=\"bold\">TIMING</text><text x=\"12\" y=\"47\" font-size=\"17\">2 s reload; fight continues</text></g></svg>"},{"shape":"plane","size":[1.4,0.24],"pos":[0,-0.52,0],"material":"screen","color":"#3e4b36","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 350 60\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"12\" y=\"23\" font-size=\"19\" font-weight=\"bold\">CONSEQUENCE</text><text x=\"12\" y=\"47\" font-size=\"17\">Full magazine / lost position?</text></g></svg>"}]}},{"term":"Viable alternatives","aka":["what I could do instead"],"kind":"concept","plain":"Alternatives are actions the player can actually take and has a reason to compare in this state. A large menu is not the same as a large set of worthwhile choices.","does":"Gives the decision competing courses of action rather than decorative buttons.","ask":"Which alternatives are legal now, and in what situation would each be worth choosing?","trouble":"Many actions are listed, but only one is affordable, discoverable or useful.","children":["choice-availability","choice-dominance-check"],"at":[0,0.52,0.01],"links":[{"to":"choice-space","rel":"see also"},{"to":"unlock-gates","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Option Complexity; Discreteness","quote":"Fewer options are available to consider.","work":"daniel-cook-building-tight-game-systems-of-cause"}],"id":"choice-options","feel":{"shape":0.55,"energy":0.35,"weight":0,"warmth":0.45,"grain":0.2,"motion":"pulse","why":"A branching, moderately sharp body suggests several distinct routes that remain open."}},{"term":"Action availability","aka":["can I do it right now?"],"kind":"knob","plain":"Availability rules decide which actions the current state permits: required resource, target, position, cooldown or prerequisite. Set those conditions explicitly; a disabled action is not a viable alternative at this moment.","does":"Controls the live option set without confusing it with every action the game contains.","ask":"What exact condition enables each action, and can the player see why it is unavailable?","cues":["Actions enabled by a required resource","A target in range","A cooldown or prerequisite blocking an action"],"range":"Author a per-action condition such as ammo > 0, cooldown = 0, target in range or resource >= cost.","trouble":"The player plans around an action that is silently illegal, or all interesting alternatives are gated out together.","links":[{"to":"rule","rel":"made by"},{"to":"choice-space","rel":"controls"}],"sources":[{"label":"Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals","url":"https://www.creativegames.org.uk/modules/Intro_Game_Studies/Salen_Zimmerman-Rules_of_Play_Chapter3_2003.pdf","kind":"book","isbn":"9780262240451","page":"ch. 3, excerpt PDF p. 3: choices within a game-system","quote":"All of this activity occurs within a game-system designed to support meaningful kinds of choice-making.","work":"katie-salen-and-eric-zimmerman-rules-of-play"}],"unverified":"The ammo predicates are an authored illustration, not rules quoted from the book.","deeper":"State-dependent predicates, disabled-action explanations, affordability and target legality.","id":"choice-availability","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#263646"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#263646","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">ACTION RULES</text><text x=\"14\" y=\"66\" font-size=\"19\">Fire: ammo &gt; 0</text><text x=\"14\" y=\"104\" font-size=\"19\">Reload: ammo &lt; max</text><text x=\"14\" y=\"145\" font-size=\"17\" fill=\"#88d1b4\">3 / 12 rounds: both legal</text></g></svg>"}]}},{"term":"Dominance check","aka":["is one option always better?"],"kind":"measure","plain":"Compare each action's costs and consequences across representative states and player goals. An option is dominated if another is never worse on the relevant criteria and is better on at least one; a popular option alone does not prove dominance.","does":"Finds false alternatives that add menu complexity without a real trade-off.","ask":"Can I name a reachable state where each option earns its place?","range":"Record state, goal, costs, exposure and future options; mark a witness state for each viable alternative.","trouble":"Experienced players repeat the same action regardless of ammo, threat, position or objective.","links":[{"to":"transitive-balance","rel":"see also"},{"to":"interaction-observation","rel":"see also"}],"sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions; Evaluation; Design: static routes become non-decisions","quote":"If you present the player with exactly the same situation over and over, he will learn what the best thing to do is and thus the choice becomes easy.","work":"tynan-sylvester-decision-based-gameplay-design"}],"unverified":"The formal dominance definition and witness-state worksheet are analytical extensions of the essay's discussion, not its terminology.","deeper":"Strict versus weak dominance, mixed strategies, goal-dependent value and representative-state sampling.","id":"choice-dominance-check","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#263646"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#263646","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">STATE / REASON TO PICK</text><text x=\"14\" y=\"70\" font-size=\"18\">Safe cover → reload</text><text x=\"14\" y=\"108\" font-size=\"18\">Enemy rushing → fire</text><text x=\"14\" y=\"146\" font-size=\"17\" fill=\"#88d1b4\">Different states, different picks</text></g></svg>"}]}},{"term":"Trade-off structure","aka":["what I give up to get this"],"kind":"concept","plain":"A trade-off makes desirable outcomes compete: getting more of one costs something else. Reloading gains future ammunition but gives up the ability to fire during the reload.","does":"Makes the best action depend on priorities and circumstances rather than a universally superior button.","ask":"What valuable thing does choosing each alternative sacrifice?","children":["choice-opportunity-cost","choice-risk-stakes"],"at":[0,0.26,0.01],"links":[{"to":"cost-curves","rel":"see also"},{"to":"investment-capacity","rel":"see also"}],"variants":[{"label":"Trade-off pattern","items":[{"id":"choice-now-later","name":"Now versus later","plain":"Keep firing now or spend time reloading for the next engagement. Change the horizon; the same scarcity remains.","why":"It counts when an immediate action competes with a future benefit, not because the action is firing or reloading.","sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions: reload timing and buying now versus saving","quote":"Should I reload now or later? What if the enemy comes around the corner while I’m reloading? But what if I run out of ammo while I’m fighting an enemy?","work":"tynan-sylvester-decision-based-gameplay-design"}]},{"id":"choice-safety-progress","name":"Safety versus progress","plain":"Stay in cover or expose yourself to take an objective or retrieve a better weapon.","why":"It counts when safety competes with progress, not because cover or an objective is present.","sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions; Examples: retrieving the dropped AK-47","quote":"Should I move my position forwards, backwards, laterally, or not at all now? What if I get shot while I’m in between cover? But what if I lose because I don’t make my objective?","work":"tynan-sylvester-decision-based-gameplay-design"}]},{"id":"choice-attention-split","name":"Attention allocation","plain":"Manage the current fight or inspect an economy that may be falling behind. Attention itself is the scarce resource.","sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions: RTS attention management","quote":"A player may be micromanaging a battle, but his economy will be dying from lack of attention.","work":"tynan-sylvester-decision-based-gameplay-design"}]}]}],"sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions","quote":"At all times, the player must decide what his spending priorities are, where to focus his attention, how many resources to put into scouting, defense, offense, economic development, and so on.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"choice-tradeoffs","feel":{"shape":0.65,"energy":0.25,"weight":0.45,"warmth":0.68,"grain":0.3,"motion":"settle","why":"A weighty, angular body conveys competing demands that cannot all be satisfied."}},{"term":"Opportunity cost","aka":["the alternative I cannot take"],"kind":"knob","plain":"Opportunity cost is the valuable alternative forgone by committing time, resources or attention to an action. Tune the shared budget and each action's demands, not just its printed price.","does":"Connects local decisions to the wider economy and action schedule.","ask":"What else could this same time, money or attention have accomplished?","range":"Set shared resource budget, action cost, occupied time and whether competing actions can overlap.","trouble":"Everything can be done at once for free, or an apparent trade-off charges a resource that never runs short.","links":[{"to":"economy-instance","rel":"see also"},{"to":"cost-curves","rel":"see also"}],"sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Difficult Decisions: reload vulnerability, spending priorities and attention","quote":"If he leaves the battle, however, his troops will be at a disadvantage and vulnerable, but then again, his better stewardship of his economy may allow him to better reinforce his army","work":"tynan-sylvester-decision-based-gameplay-design"}],"deeper":"Shadow prices, binding constraints, marginal value and parallel versus exclusive actions.","id":"choice-opportunity-cost","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#51423a"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#51423a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">SHARED TIME BUDGET</text><text x=\"14\" y=\"66\" font-size=\"19\">Reload occupies 2 s</text><path d=\"M15 95h260\" stroke=\"#e6b84d\" stroke-width=\"15\"/><text x=\"14\" y=\"143\" font-size=\"19\">Cannot fire during reload</text></g></svg>"}]}},{"term":"Risk and stakes","aka":["what might go wrong, and how much it matters"],"kind":"knob","plain":"Risk concerns uncertain outcomes; stakes are the magnitude of the gain or loss. The same chance of success can feel very different when failure costs a little health versus the whole run.","does":"Controls how much uncertainty the player is being asked to accept for a potential benefit.","ask":"What are success and failure worth, and what can the player do to change the odds?","range":"Set outcome magnitudes and, where the rules use chance, the probability distribution; separately account for unknown opponent actions.","trouble":"A supposedly risky option has no meaningful downside, or the player cannot connect catastrophic losses to a choice.","links":[{"to":"planning-information","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Probability; Social Complexity","quote":"Players were convinced that the game was completely random and had zero logic.","work":"daniel-cook-building-tight-game-systems-of-cause"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Examples: risks and alternatives of retrieving the AK-47","quote":"If he doesn’t get the AK-47, and his teammates die without his support, he is in a very disadvantaged position … However, if his teammates win the engagement, Bob can simply grab the AK-47 in safety after the fighting is over.","work":"tynan-sylvester-decision-based-gameplay-design"}],"deeper":"Outcome distributions, variance, downside caps, expected value and risk-sensitive player goals.","id":"choice-risk-stakes","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#51423a"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#51423a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">EXPOSED WEAPON PICKUP</text><text x=\"14\" y=\"68\" font-size=\"19\" fill=\"#88d1b4\">Gain: stronger weapon</text><text x=\"14\" y=\"105\" font-size=\"19\" fill=\"#ef926b\">Loss: hit while crossing</text><text x=\"14\" y=\"145\" font-size=\"18\">Unknown: enemy aim / intent</text></g></svg>"}]}},{"term":"Decision information","aka":["what I know before choosing"],"kind":"concept","plain":"Decision information is the evidence available before commitment, including the current state, known rules and clues about other players. Uncertainty can be intentional; missing rule explanations are a different problem.","does":"Makes choices reasoned bets rather than guesses with no learnable basis.","ask":"What can the player know, infer or deliberately discover before acting?","children":["choice-visibility","choice-prediction-depth"],"at":[0,0,0.01],"links":[{"to":"planning-information","rel":"see also"},{"to":"mental-model","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Hidden information; Processing Complexity; Social Complexity","quote":"What is the most important piece of information the player needs right now?","work":"daniel-cook-building-tight-game-systems-of-cause"}],"id":"choice-information","feel":{"shape":0.35,"energy":0.3,"weight":-0.1,"warmth":0.2,"grain":0.6,"motion":"drift","why":"A cool, partly grainy body suggests evidence emerging from incomplete visibility."}},{"term":"Information visibility","aka":["shown, hinted or hidden"],"kind":"knob","plain":"Visibility rules determine which relevant facts are public, privately known, hinted at or hidden. A deterministic game can still have uncertainty because the opponent's state or intentions are unknown.","does":"Sets what kind of inference, scouting or bluffing the choice requires.","ask":"Which fact am I hiding, and what playable way does the player have to reduce that uncertainty?","cues":["Current ammunition or legal moves shown directly","Footsteps hinting at an unseen enemy","An opponent's intended action withheld"],"range":"Choose visibility per fact, not one visibility setting for the whole game.","trouble":"A computer adaptation silently hides rules players could inspect on the tabletop, or an exact preview destroys the intended deduction.","links":[{"to":"rendered-state","rel":"see also"},{"to":"planning-information","rel":"see also"}],"variants":[{"label":"Visibility policy","items":[{"id":"choice-visible-fact","name":"Explicit","plain":"Show the fact directly, such as current ammunition or legal moves.","sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Hidden information: visible sequences and Triple Town movement opportunities","quote":"A clear signal of effect that is related to the cause.","work":"daniel-cook-building-tight-game-systems-of-cause"}]},{"id":"choice-clued-fact","name":"Clued","plain":"Give indirect evidence, such as footsteps suggesting an unseen enemy's position.","sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Strength of Feedback: multiplayer FPS footsteps","quote":"A game like Mastermind is entirely about a hidden code","work":"daniel-cook-building-tight-game-systems-of-cause"}]},{"id":"choice-hidden-fact","name":"Concealed","plain":"Withhold a fact such as an opponent's intended action; let prediction, discovery or bluffing matter.","sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Hidden information; Social Complexity","quote":"Hidden information or off screen information.","work":"daniel-cook-building-tight-game-systems-of-cause"}]}]}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Hidden information; Social Complexity","quote":"Visible sequences that are readily apparent.","work":"daniel-cook-building-tight-game-systems-of-cause"}],"deeper":"Perfect versus imperfect information, asymmetric knowledge, stale observations and the cost of scouting.","id":"choice-visibility","feel":{"shape":0.28,"energy":0.18,"weight":0,"warmth":0.18,"grain":0.72,"motion":"pulse","why":"A cool body with a rough boundary suggests a clear core surrounded by missing facts."}},{"term":"Prediction depth","aka":["how far ahead I must think"],"kind":"knob","plain":"Prediction depth is how many linked effects the player must mentally simulate to compare actions. Tune the interaction chain and preview tools; more steps can create planning depth or simply exceed the available thinking time.","does":"Controls the reasoning burden of a decision independently of the number of buttons.","ask":"Can the player predict the important effect in the time allowed, and trace where a failed prediction went wrong?","range":"Inspect immediate effect, next response and later resource or position effects; expose previews for the layers not meant to be the challenge.","trouble":"Players understand every local rule but cannot follow their combined effect, or a preview makes all planning automatic.","links":[{"to":"decision-window","rel":"see also"},{"to":"part-interactions","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Processing Complexity; Indirection; Time Pressure","quote":"System requires simulating multiple steps to predict an outcome.","work":"daniel-cook-building-tight-game-systems-of-cause"}],"deeper":"Branching factor, search horizon, consequence previews and debugging multi-step plans.","id":"choice-prediction-depth","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#354d50"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#354d50","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">PREDICTION CHAIN</text><text x=\"14\" y=\"67\" font-size=\"19\">Reload → cannot fire</text><text x=\"14\" y=\"104\" font-size=\"19\">Enemy advances → lose cover</text><text x=\"14\" y=\"145\" font-size=\"18\" fill=\"#88d1b4\">Preview direct cost; infer response</text></g></svg>"}]}},{"term":"Decision pacing","aka":["how fast the choices arrive"],"kind":"concept","plain":"Decision pacing combines the time available to consider one choice with the rate at which fresh choices arrive. Fast input does not necessarily mean frequent meaningful decisions.","does":"Sets whether play feels reflective, pressured, repetitive or overwhelming.","ask":"How much reasoning is required, how much time is available, and when does the next new dilemma arrive?","children":["choice-time-pressure","choice-decision-density"],"at":[0,-0.26,0.01],"links":[{"to":"decision-window","rel":"see also"},{"to":"order-commitment","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Time Pressure; Processing Complexity","quote":"Short time lapses between cause and effect.","work":"daniel-cook-building-tight-game-systems-of-cause"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Recognition: identify decisions and elapsed real time","quote":"Any game of Counter-Strike, analyzed deeply, becomes a series of extremely complex decisions made at intervals generally between half a second and five seconds.","work":"tynan-sylvester-decision-based-gameplay-design"}],"id":"choice-timing","feel":{"shape":0.72,"energy":0.8,"weight":0.15,"warmth":0.78,"grain":0.3,"motion":"jitter","why":"A hot, restless body conveys choices arriving faster than an idle player can ignore them."}},{"term":"Deliberation time","aka":["how long I have to decide"],"kind":"knob","plain":"Deliberation time is the interval in which the player can inspect and compare alternatives before a deadline or changing state forces commitment. Shortening it adds pressure without adding new rules.","does":"Balances the reasoning burden against the intended tempo and player skill.","ask":"Is failure caused by the intended time challenge, or by insufficient time to read the interface?","cues":["An interval before a deadline","A changing state before commitment"],"range":"Set a decision deadline or threat speed; alternatively pause world time while choosing. Do not confuse real-world turn deadlines with in-world action duration.","trouble":"Novices cannot read their choices before commitment, or unlimited thinking stalls a shared match.","links":[{"to":"decision-window","rel":"see also"},{"to":"async-turn-deadline","rel":"see also"}],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Time Pressure: NetHack and WarioWare","quote":"Looser : Requires simulating the model quickly.","work":"daniel-cook-building-tight-game-systems-of-cause"}],"deeper":"Player-controlled pause, shared clocks, threat deadlines and accessibility adjustments.","id":"choice-time-pressure","look":{"parts":[{"shape":"box","size":[1.1,0.76,0.07],"material":"matte","color":"#49394e"},{"shape":"plane","size":[1.04,0.7],"pos":[0,0,0.04],"material":"screen","color":"#49394e","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 260 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"130\" y=\"30\" text-anchor=\"middle\" font-size=\"20\" font-weight=\"bold\">DECISION CLOCK</text><text x=\"130\" y=\"94\" text-anchor=\"middle\" font-size=\"52\" fill=\"#e6b84d\">05.0 s</text><text x=\"130\" y=\"144\" text-anchor=\"middle\" font-size=\"18\">World continues / pauses?</text></g></svg>"}]}},{"term":"Meaningful decision density","aka":["choices per stretch of play"],"kind":"measure","plain":"Decision density records how often play presents a fresh comparison between worthwhile alternatives, not how many inputs the player performs. Mark decision timestamps and repeated solved situations in a play trace.","does":"Reveals empty stretches and overload while separating tactical choice from mechanical execution.","ask":"Where does a new dilemma occur, and where is the player merely repeating an already settled answer?","range":"Measure intervals between marked decisions; annotate option set, relevant state change and player familiarity. No universal target rate.","trouble":"Rapid clicking disguises a long decision void, or important dilemmas arrive before the previous result can be understood.","links":[{"to":"playtest-session","rel":"see also"},{"to":"observation-measure","rel":"see also"}],"sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Recognition; Evaluation; Examples: decision frequency","quote":"Any game of Counter-Strike, analyzed deeply, becomes a series of extremely complex decisions made at intervals generally between half a second and five seconds.","work":"tynan-sylvester-decision-based-gameplay-design"}],"deeper":"Operational definitions, observer agreement, decision voids and comparing novice versus expert traces.","id":"choice-decision-density","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#49394e"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#49394e","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">ANNOTATED PLAY TRACE</text><path d=\"M20 88h260\" stroke=\"#fff\" stroke-width=\"3\"/><path d=\"M35 70v36M98 70v36M245 70v36\" stroke=\"#e6b84d\" stroke-width=\"7\"/><g text-anchor=\"middle\" font-size=\"17\"><text x=\"35\" y=\"130\">Route</text><text x=\"98\" y=\"130\">Reload</text><text x=\"245\" y=\"130\">Retreat</text></g><text x=\"14\" y=\"158\" font-size=\"16\" fill=\"#88d1b4\">Mark dilemmas, not button presses</text></g></svg>"}]}},{"term":"Consequential choice","aka":["my decision changes something"],"kind":"concept","plain":"A consequential choice produces a difference the player can perceive and that matters to subsequent play. Different animations alone do not establish different strategic consequences.","does":"Connects agency to learnable outcomes and a changing next decision.","ask":"What will choosing differently change now, and what will that difference enable or constrain later?","children":["choice-result-readability","choice-future-state","choice-context-test"],"at":[0,-0.52,0.01],"links":[{"to":"feedback-step","rel":"see also"},{"to":"state-change","rel":"see also"}],"sources":[{"label":"Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals","url":"https://www.creativegames.org.uk/modules/Intro_Game_Studies/Salen_Zimmerman-Rules_of_Play_Chapter3_2003.pdf","kind":"book","isbn":"9780262240451","page":"ch. 3, excerpt PDF p. 3: actions change overall game relationships","quote":"When a player makes a choice within a game, the action that results from the choice has an outcome.","work":"katie-salen-and-eric-zimmerman-rules-of-play"},{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"slide 8: discernible and integrated action/outcome relationship","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"}],"id":"choice-consequences","feel":{"shape":0.45,"energy":0.5,"weight":0.6,"warmth":0.6,"grain":0.2,"motion":"pulse","why":"A substantial pulsing body suggests a decision leaving an impact rather than disappearing."}},{"term":"Discernible outcome","aka":["I can tell what my action did"],"kind":"measure","plain":"An outcome is discernible when the player can identify the relevant change and connect it to the action. Observe whether the player can explain the result, not merely whether a flashy effect played.","does":"Lets the player revise a mental model and make a better-informed next choice.","ask":"Can a target player tell what changed, which action caused it and whether it helped?","cues":["A relevant change after an action","Health changing with the action","The result tied to its cause"],"range":"Record correct causal explanations, missed changes and time until recognition; compare channels and feedback delay.","trouble":"A health change is buried in noise, delayed feedback is attributed to the wrong action, or a celebration hides a bad tactical result.","links":[{"to":"result-feedback","rel":"see also"},{"to":"feedback-signals","rel":"see also"},{"to":"mental-model","rel":"see also"}],"sources":[{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"slide 8","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"},{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Strength of Feedback; Noisiness; Pacing","quote":"A clear signal of effect that is related to the cause.","work":"daniel-cook-building-tight-game-systems-of-cause"}],"deeper":"Causal attribution, signal sequencing, feedback latency and observation without coaching.","id":"choice-result-readability","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#3e4b36"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#3e4b36","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">OUTCOME CHECK</text><text x=\"14\" y=\"70\" font-size=\"19\">Ammo: 3 → 12</text><text x=\"14\" y=\"107\" font-size=\"19\">Cause: completed reload</text><text x=\"14\" y=\"147\" font-size=\"17\" fill=\"#88d1b4\">Can the player explain this?</text></g></svg>"}]}},{"term":"Integrated outcome","aka":["the result matters later"],"kind":"knob","plain":"An integrated outcome changes the larger course of play: resources, position, relationships, progress or future actions. Set which differences persist and when they expire; integration does not require a permanent story branch.","does":"Makes a local choice part of a continuing game rather than an isolated effect.","ask":"Which future possibilities change because of this action, and for how long?","cues":["Resources persisting after an action","Position carried into the next choice","Future actions changed by the result"],"range":"Specify the affected state values, duration or reset boundary, and downstream rules that read them.","trouble":"Both alternatives immediately reconverge with identical relevant state, or a persistent penalty matters but is never communicated.","links":[{"to":"state-change","rel":"see also"},{"to":"part-behaviours","rel":"see also"}],"sources":[{"label":"Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals","url":"https://www.creativegames.org.uk/modules/Intro_Game_Studies/Salen_Zimmerman-Rules_of_Play_Chapter3_2003.pdf","kind":"book","isbn":"9780262240451","page":"ch. 3, excerpt PDF p. 3: changed piece relationships, character stats and the larger game","quote":"Every action taken results in a change affecting the overall system of the game.","work":"katie-salen-and-eric-zimmerman-rules-of-play"},{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"slide 8: integrated outcome","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"}],"deeper":"State persistence, reversible consequences, reset boundaries and branches that reconverge without erasing impact.","id":"choice-future-state","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#3e4b36"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#3e4b36","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">NEXT-STATE RULES</text><text x=\"14\" y=\"69\" font-size=\"18\">Ammo stays full until fired</text><text x=\"14\" y=\"105\" font-size=\"18\">Lost cover changes next fight</text><text x=\"14\" y=\"145\" font-size=\"17\" fill=\"#88d1b4\">Different future options remain</text></g></svg>"}]}},{"term":"Decision variation test","aka":["does the answer change with the situation?"],"kind":"process","plain":"Replay a decision across changed resources, threats, positions and goals, recording why the preferred action changes or stays the same. Then watch target players to distinguish a deliberate preference from misunderstanding.","does":"Checks that repeated core-loop decisions stay sensitive to context rather than becoming rote.","ask":"What reachable change in state makes a different action worth taking?","range":"Use representative states with stated goals; compare alternatives and causal explanations, not a requirement that picks be evenly distributed.","trouble":"The same answer survives every relevant change, or apparent variety comes only from players not knowing the rules.","links":[{"to":"playtest","rel":"see also"},{"to":"choice-dominance-check","rel":"see also"},{"to":"iterate","rel":"see also"}],"sources":[{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Recognition; Evaluation; Design: dynamically generated decisions","quote":"The specific circumstances of each individual match make every instance of these decisions unique.","work":"tynan-sylvester-decision-based-gameplay-design"}],"deeper":"Scenario sampling, repeatable playtest protocols, separating learning from preference and testing emergent decisions.","id":"choice-context-test","look":{"parts":[{"shape":"box","size":[1.25,0.76,0.06],"material":"matte","color":"#3e4b36"},{"shape":"plane","size":[1.2,0.7],"pos":[0,0,0.035],"material":"screen","color":"#3e4b36","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 175\"><g font-family=\"sans-serif\" fill=\"#fff\"><text x=\"14\" y=\"30\" font-size=\"20\" font-weight=\"bold\">REPLAY WORKSHEET</text><text x=\"14\" y=\"68\" font-size=\"18\">A: low ammo + cover → reload</text><text x=\"14\" y=\"105\" font-size=\"18\">B: rushing enemy → keep firing</text><text x=\"14\" y=\"146\" font-size=\"17\" fill=\"#88d1b4\">Ask why; inspect the next state</text></g></svg>"}]}},{"term":"Action resolution step","aka":["apply the move"],"kind":"process","plain":"The game resolves the chosen action against current rules, parts and resources.","does":"Converts intention into a causal result.","ask":"What interactions happen between commitment and result?","cues":["Parts or resources changing after commitment","A causal result after commitment"],"sources":[{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"MIT OCW lecture slide 8: discernible relation between action and outcome","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"},{"label":"Daniel Cook, What are game mechanics?","url":"https://lostgarden.com/2006/10/24/what-are-game-mechanics/","kind":"practitioner","page":"feedback loop: action causes effect in simulated game world","quote":"With new tools and information in hand, the player performs another action","flag":"author blog","work":"daniel-cook-what-are-game-mechanics"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Mechanics, Dynamics and Complexity; Feedback Loops","quote":"What actions can players take, and what effects do those actions have on the game state?","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/game-loop.html","kind":"book","isbn":"9780990582908","page":"Game Loop: Pattern — update() advances the simulation and runs AI and physics","quote":"update() advances the game simulation one step.","work":"robert-nystrom-game-programming-patterns"}],"id":"action-resolution-step","look":{"parts":[{"shape":"plane","size":[1,0.68],"material":"gloss","color":"#293948","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 136\"><rect x=\"9\" y=\"12\" width=\"182\" height=\"112\" rx=\"14\" fill=\"#1d2a3a\" stroke=\"#ef926b\" stroke-width=\"6\"/><rect x=\"31\" y=\"36\" width=\"57\" height=\"34\" rx=\"7\" fill=\"#e58b65\"/><path d=\"M43 53l9-9 9 9-9 9z\" fill=\"#fff\"/><path d=\"M117 53h48M142 40l23 13-23 13\" fill=\"none\" stroke=\"#fff\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M32 96h136\" stroke=\"#7fc79a\" stroke-width=\"7\" stroke-linecap=\"round\"/><text x=\"100\" y=\"118\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ACTION → RESULT</text></svg>"}]}},{"term":"Feedback step","aka":["show the consequence"],"kind":"process","plain":"The game exposes the resolved result through changes in the scene, readouts, sounds or other signals.","does":"Lets the player learn the relationship between action and outcome.","ask":"What evidence arrives before the next choice?","cues":["Scene changes after the action","Readouts changing after the action","Sound or another signal before the next choice"],"sources":[{"label":"Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research","url":"https://users.cs.northwestern.edu/~hunicke/MDA.pdf","kind":"research","page":"pp. 2–4","quote":"supporting adversarial play and clear feedback about who is winning are essential to competitive game…","work":"robin-hunicke-marc-leblanc-and-robert-zubek-mda"},{"label":"Jesper Juul, Design (MIT CMS.608 lecture, 2008)","url":"https://ocw.mit.edu/courses/cms-608-game-design-spring-2008/a2a848079602d24d5baea1aa6b6eb49b_MITCMS_608s08_lec02.pdf","kind":"research","page":"MIT OCW lecture slide 8: action/outcome relation must be discernible and integrated","quote":"Meaningful play: When relation between action and outcome is discernable and integrated","work":"jesper-juul-design-mit-cms-608-lecture-2008"},{"label":"Daniel Cook, Loops and Arcs","url":"https://lostgarden.com/2012/04/30/loops-and-arcs/","kind":"practitioner","page":"Loops section: feedback updates the player's mental model","quote":"Functional feedback that helps players understand causation.","flag":"author blog","work":"daniel-cook-loops-and-arcs"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"opening; Response; Polish","quote":"Feedback returns just as quickly, letting me adjust and fine-tune my instructions.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Tynan Sylvester, Decision-Based Gameplay Design","url":"https://tynansylvester.com/2005/01/4/","kind":"practitioner","page":"Tangible and Obvious Results","quote":"A player’s enjoyment of a game can be enhanced greatly by the amount and type of feedback that they receive from the game as a result of their decisions.","work":"tynan-sylvester-decision-based-gameplay-design"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/game-loop.html","kind":"book","isbn":"9780990582908","page":"Game Loop: Pattern — process input, update the game state, render the game","quote":"Finally, render() draws the game so\nthe player can see what happened","work":"robert-nystrom-game-programming-patterns"}],"id":"feedback-step","look":{"parts":[{"shape":"plane","size":[1.05,0.75],"material":"glow","color":"#3a3440","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 210 150\"><path d=\"M105 15l13 33 36-13-14 35 34 17-36 10 10 37-32-19-23 31-7-38-38 8 24-29-29-25 38 1z\" fill=\"#e26f62\" stroke=\"#fff\" stroke-width=\"5\" stroke-linejoin=\"round\"/><text x=\"105\" y=\"91\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"24\">-25</text><text x=\"105\" y=\"128\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">HIT</text></svg>"}]}},{"term":"State change","aka":["the new situation"],"kind":"measure","plain":"The updated values and positions after the action become the starting point for the next repetition.","does":"Makes progress, danger and new choices accumulate.","ask":"What is now different, and does that difference create a new decision?","cues":["Updated values and positions","A new decision after the change"],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 226","quote":"The player’s actions are inputs into the game’s loop, and the subsequent change in state in the game model is communicated back to the player, acting as input to the player’s own model and state.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch05section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 5, p. 89","quote":"When the resources move from one place to another, the state changes.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Loops and Arcs","url":"https://lostgarden.com/2012/04/30/loops-and-arcs/","kind":"practitioner","page":"Loops section: feedback updates the mental model and starts the loop again","quote":"Updates their mental model and starts the loop all over again.","flag":"author blog","work":"daniel-cook-loops-and-arcs"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Mechanics, Dynamics and Complexity; 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Bob must immediately re-evaluate the situation.","work":"tynan-sylvester-decision-based-gameplay-design"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/state.html","kind":"book","isbn":"9780990582908","page":"State: state-dependent behavior and transitions","quote":"When an input comes in, if it matches a transition for the current state, the machine changes to the state that transition points to.","work":"robert-nystrom-game-programming-patterns"},{"label":"Robert Nystrom, Game Programming Patterns","url":"https://gameprogrammingpatterns.com/game-loop.html","kind":"book","isbn":"9780990582908","page":"Game Loop: Pattern — update the game state each turn","quote":"Each turn of the loop, it\n processes user input","work":"robert-nystrom-game-programming-patterns"}],"id":"state-change","look":{"parts":[{"shape":"plane","size":[1.2,0.72],"material":"screen","color":"#2b3b49","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 240 144\"><rect x=\"8\" y=\"15\" width=\"224\" height=\"114\" rx=\"10\" fill=\"#1d2a38\" stroke=\"#88d1b4\" stroke-width=\"5\"/><rect x=\"25\" y=\"37\" width=\"70\" height=\"58\" fill=\"#2f5570\"/><rect x=\"145\" y=\"37\" width=\"70\" height=\"58\" fill=\"#315743\"/><circle cx=\"60\" cy=\"69\" r=\"12\" fill=\"#f2c542\"/><circle cx=\"175\" cy=\"69\" r=\"12\" fill=\"#e26f62\"/><path d=\"M60 69l16-18M175 69l18 15\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\" stroke-linecap=\"round\"/><path d=\"M108 72h24M123 60l12 12-12 12\" fill=\"none\" stroke=\"#fff\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"120\" y=\"119\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">BEFORE → AFTER</text></svg>"}]}},{"term":"System dynamics","aka":["the larger loops underneath"],"kind":"part","plain":"System dynamics are interacting loops of resources and rules—sources, drains, converters, traders and feedback—that shape play over time.","does":"Turns repeated actions into growth, pressure, scarcity and counterplay.","ask":"Which resource flows amplify, brake or constrain the core loop?","children":["boosting-engine-instance","braking-engine-instance","economy-instance","ecology-instance","reinforcing-loop","balancing-loop"],"at":[0.37,0.18,0.06],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 236","quote":"Each system works with resources as described earlier: the parts’ behaviors typically involve the increase, decrease, flow, and/or conversion or exchange of resources between parts; this is what creates the systemic loop.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game 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logistics and generates some random outcomes, while the player adds the meaning and pathos.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"ch. 1 “Basic structure of a value chain”; ch. 2 “Balancing value chains”","quote":"Value chains are one way of structuring your game’s internal economy","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"The Process of Design; The Process of Play; Feedback Loops; Emergence","quote":"Generally, emergence describes a game with simple mechanics but complex dynamics.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; Player Model Principle; Drowning in Complexity; Creating Story-Richness","quote":"The simulation does the logistics and generates some random outcomes, while the player adds the meaning and pathos.","work":"tynan-sylvester-the-simulation-dream"}],"id":"system-dynamics","look":{"parts":[{"shape":"plane","size":[2.6,1.6],"material":"screen","color":"#24384a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 520 320\"><rect x=\"8\" y=\"8\" width=\"504\" height=\"304\" rx=\"18\" fill=\"#172634\" stroke=\"#8fb5c5\" stroke-width=\"6\"/><rect x=\"22\" y=\"25\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#edb957\" stroke-width=\"4\"/><path d=\"M49 111V82Q49 52 78 52T107 82v29Z\" fill=\"#4e5968\" stroke=\"#d5dce5\" stroke-width=\"5\"/><path d=\"M43 116h70M54 116v17M102 116v17\" stroke=\"#edb957\" stroke-width=\"5\"/><circle cx=\"132\" cy=\"55\" r=\"10\" fill=\"#f2c14e\"/><path d=\"M110 92h42M142 78l16 14-16 14\" fill=\"none\" stroke=\"#edb957\" stroke-width=\"5\"/><rect x=\"187\" y=\"25\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#718ba4\" stroke-width=\"4\"/><path d=\"M216 54h84M216 83h84M216 112h58\" stroke=\"#9fb0c7\" stroke-width=\"11\" stroke-linecap=\"round\"/><path d=\"M310 43v80M310 123l-12-16M310 123l12-16\" fill=\"none\" stroke=\"#e27b64\" stroke-width=\"6\"/><rect x=\"352\" y=\"25\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#e4ad55\" stroke-width=\"4\"/><path d=\"M377 82l25-29 25 29-25 29z\" fill=\"#4f7f63\" stroke=\"#b9d5d9\" stroke-width=\"4\"/><circle cx=\"460\" cy=\"64\" r=\"14\" fill=\"#f2c14e\"/><path d=\"M445 95h35M462 80v30\" stroke=\"#f2c14e\" stroke-width=\"5\"/><rect x=\"22\" y=\"165\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#7bb59d\" stroke-width=\"4\"/><path d=\"M39 257q9-38 39-29l12-22 14 11 17-5 12 14-11 16 8 15H39z\" fill=\"#e26f62\"/><circle cx=\"129\" cy=\"232\" r=\"11\" fill=\"#f4c542\"/><path d=\"M140 232h16M150 222v20\" stroke=\"#fff\" stroke-width=\"4\"/><rect x=\"187\" y=\"165\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#e8c25e\" stroke-width=\"4\"/><circle cx=\"260\" cy=\"222\" r=\"28\" fill=\"none\" stroke=\"#e8c25e\" stroke-width=\"6\"/><path d=\"M260 194v-14M260 250v14M232 222h-14M288 222h14\" stroke=\"#e8c25e\" stroke-width=\"5\"/><path d=\"M240 244l40-44\" stroke=\"#88d1b4\" stroke-width=\"6\"/><rect x=\"352\" y=\"165\" width=\"146\" height=\"118\" rx=\"12\" fill=\"#243849\" stroke=\"#89b8c9\" stroke-width=\"4\"/><path d=\"M386 243l20-44 19 44z\" fill=\"#e26f62\"/><path d=\"M446 246l16-46 20 46z\" fill=\"#668ec2\"/><path d=\"M412 220h35M434 207l13 13-13 13\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\"/><text x=\"95\" y=\"154\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">BOOST</text><text x=\"260\" y=\"154\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">BRAKE</text><text x=\"425\" y=\"154\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ECONOMY</text><text x=\"95\" y=\"299\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ECOLOGY</text><text x=\"260\" y=\"299\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">REINFORCE</text><text x=\"425\" y=\"299\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">BALANCE</text></svg>"}]}},{"term":"Boosting engine","aka":["invest now to grow later"],"kind":"part","plain":"This game's boosting engine turns some resource now into greater future capacity or flow.","does":"Creates reinforcing growth while asking the player to delay an immediate benefit.","ask":"What can be invested now, and when does its larger flow arrive?","cues":["Resource spent now","Greater future capacity or 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returned with a profit because more property will generate more income.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–69","quote":"minerals to build a mining unit (called an SCV, for Space Construction Vehicle) that can be used to collect new minerals.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Source Type: Investment (Exponential)”","quote":"The powerful sinks at the end of each value chain acts to maximize flow of resources through the chain.","work":"daniel-cook-value-chains-a-method-for-creating"}],"id":"boosting-engine-instance","look":{"parts":[{"shape":"plane","size":[1.05,0.75],"material":"screen","color":"#2b3b48","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 210 150\"><rect x=\"10\" y=\"12\" width=\"190\" height=\"126\" rx=\"10\" fill=\"#1b2938\" stroke=\"#edb957\" stroke-width=\"6\"/><path d=\"M32 100V70Q32 40 62 40T92 70v30Z\" fill=\"#4e5968\" stroke=\"#d5dce5\" stroke-width=\"5\"/><path d=\"M23 107h78M35 107v15M89 107v15\" stroke=\"#d5dce5\" stroke-width=\"4\"/><circle cx=\"125\" cy=\"50\" r=\"12\" fill=\"#f2c14e\"/><circle cx=\"153\" cy=\"50\" r=\"12\" fill=\"#f2c14e\"/><path d=\"M102 100h73M153 83l22 17-22 17\" fill=\"none\" stroke=\"#edb957\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"105\" y=\"132\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">BOOST</text></svg>"}]}},{"term":"Investment and capacity","aka":["pay now for a bigger engine"],"kind":"knob","plain":"A player chooses how much current resource to invest and how much future capacity that purchase creates.","does":"Sets the strength and delay of the boosting engine.","ask":"What is the payback time, and what immediate option is given up?","range":"current resource spent; future flow gained","at":[0,0,0.16],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 236","quote":"A boosting engine is a system that adds resources to the game in a way that enables the player to choose between using them to act within the game in the moment or to invest them to gain a greater flow of resources in the future.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game 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economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Source Type: Investment (Exponential)”; “Match power of sources and sinks”","quote":"Player earns a little resource early on. Which they invest to produce more of that resource.","work":"daniel-cook-value-chains-a-method-for-creating"}],"id":"investment-capacity","look":{"parts":[{"shape":"plane","size":[1,0.75],"material":"screen","color":"#2c3b4b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 150\"><rect x=\"10\" y=\"12\" width=\"180\" height=\"126\" rx=\"10\" fill=\"#1b2938\" stroke=\"#edb957\" stroke-width=\"6\"/><path d=\"M29 96h70M29 74h70M29 52h70\" stroke=\"#e1c06a\" stroke-width=\"10\" stroke-linecap=\"round\"/><circle cx=\"147\" cy=\"76\" r=\"23\" fill=\"#e9b951\" stroke=\"#fff\" stroke-width=\"5\"/><circle cx=\"147\" cy=\"76\" r=\"8\" fill=\"#6a4f2f\"/><path d=\"M147 48v-18M147 104v18\" stroke=\"#edb957\" stroke-width=\"6\"/><text x=\"100\" y=\"128\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">MINE → MORE MINE</text></svg>"}]}},{"term":"Braking engine","aka":["a loop that slows or stops growth"],"kind":"part","plain":"This game's braking engine drains a resource or reduces its future rate so another loop does not run away.","does":"Regulates growth and can bring activity to a halt if its drain is too strong.","ask":"What pressure consumes the resource, and when does it become too strong?","cues":["Resource draining from a loop","Growth slowing or stopping"],"children":["drain-stop"],"at":[0,0.45,0.04],"pattern":"pattern-braking-engine","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 239","quote":"In contrast to boosting engines, braking engines have a predominant balancing loop. A braking engine is therefore in many ways the inverse of a boosting engine.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–116: drains and balancing feedback","quote":"The higher the temperature, the faster the temperature is drained.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–70","quote":"Drains are the opposite of sources: They take resources out of the game","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Economic Systems”; “Inflation”; “Trading”","quote":"In games, I’ll use the word “economy” to describe any in-game resource.","work":"ian-schreiber-level-10-final-boss"}],"id":"braking-engine-instance","look":{"parts":[{"shape":"plane","size":[1.05,0.75],"material":"screen","color":"#2b3745","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 210 150\"><rect x=\"10\" y=\"12\" width=\"190\" height=\"126\" rx=\"10\" fill=\"#1b2938\" stroke=\"#62758a\" stroke-width=\"6\"/><path d=\"M32 44h86M32 72h86M32 100h60\" stroke=\"#9fb0c7\" stroke-width=\"10\" stroke-linecap=\"round\"/><path d=\"M145 35v68M145 103l-13-17M145 103l13-17\" fill=\"none\" stroke=\"#e27b64\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"105\" y=\"127\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">BRAKE</text></svg>"}]}},{"term":"Drain and stop threshold","aka":["the brake setting"],"kind":"knob","plain":"A drain removes resource, and a stop threshold decides when the loop can no longer continue.","does":"Sets the regulating force and the point at which activity stalls.","ask":"How much drain preserves choice without making the loop inert?","cues":["Resource falling each cycle","Activity stopping when resource is too low"],"range":"drain per cycle; minimum viable resource","at":[0,0,0.16],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 240","quote":"Like a car with dragging brakes providing too much friction, this has the overall result of removing too much energy from the game’s systems, and the game will slow to a stop.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–116: drains and feedback effects","quote":"Any changes that affect the output of a node can also close a feedback loop.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 61–62, 66–70","quote":"Drains are the opposite of sources: They take resources out of the game","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Faucet-and-Drain” economy; “Sink Type”","quote":"These extract resources from the game and thus limit accumulation and pooling.","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Inflation”; “money sinks”","quote":"Negative-sum elements are sometimes called “money sinks,” that is, some kind of mechanism that permanently removes money from the player economy.","work":"ian-schreiber-level-10-final-boss"}],"id":"drain-stop","look":{"parts":[{"shape":"plane","size":[1,0.7],"material":"screen","color":"#2b3745","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 140\"><rect x=\"10\" y=\"12\" width=\"180\" height=\"116\" rx=\"10\" fill=\"#1b2938\" stroke=\"#62758a\" stroke-width=\"6\"/><path d=\"M30 47h91M30 75h91M30 103h65\" stroke=\"#b9d5d9\" stroke-width=\"10\" stroke-linecap=\"round\"/><path d=\"M147 34v75M147 109l-13-18M147 109l13-18\" fill=\"none\" stroke=\"#e27b64\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"100\" y=\"126\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">UPKEEP</text></svg>"}]}},{"term":"Economy","aka":["resources exchanged or converted"],"kind":"part","plain":"This game's economy generates, destroys, trades or converts resources into value or capability.","does":"Shapes resource flow and trade-offs through sources, drains, converters and traders.","ask":"Which resource is created, spent, traded or converted, and for what gain?","cues":["Resources generated, spent or traded","One resource converted into another"],"children":["generation-conversion"],"at":[0.8,0.35,0.06],"pattern":"pattern-economy","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 240","quote":"In the sense used here for game design, an economy is any system dominated by a reinforcing loop (or set of loops) where the increase in resources or value comes not from internal investment of a resource (as with boosting engines) but from exchanging one resource for another or converting one resource to another with a nonlinear gain in value.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams, Fundamentals of Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321929679/samplepages/0321929675.pdf","kind":"book","isbn":"9780321929679","page":"introduction, p. xiii","quote":"These govern the flow of resources (money, points, ammunition…","work":"ernest-adams-fundamentals-of-game-design"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch05section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 5, p. 93","quote":"including special nodes for the four economic functions (sources, drains, converters, and traders) discussed in the previous chapter.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–117: economy feedback structures","quote":"The structure of a game’s internal economy plays an important role in a game’s dynamic behavior and gameplay.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 59–77","quote":"Many games also include an economy","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Basic structure of a value chain”; “Internal economy”; “Balancing value chains”","quote":"Tokens : Resource tokens that flow between various nodes in the network of player or system operations. Sources : A node that creates new tokens","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Economic Systems”; “Supply and Demand”; “Trading”","quote":"Resource generation, where players craft or receive resources over time","work":"ian-schreiber-level-10-final-boss"}],"id":"economy-instance","look":{"parts":[{"shape":"plane","size":[1.15,0.8],"material":"screen","color":"#2b3745","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 230 160\"><rect x=\"10\" y=\"12\" width=\"210\" height=\"136\" rx=\"10\" fill=\"#1b2938\" stroke=\"#e4ad55\" stroke-width=\"6\"/><path d=\"M30 103h50V49H30zM39 65h32M39 82h32\" fill=\"#4f7f63\" stroke=\"#9cc89f\" stroke-width=\"4\"/><circle cx=\"157\" cy=\"63\" r=\"23\" fill=\"#f2c14e\" stroke=\"#fff\" stroke-width=\"4\"/><path d=\"M157 45v36M139 63h36\" stroke=\"#6a4f2f\" stroke-width=\"5\"/><path d=\"M85 78h44M114 64l16 14-16 14\" fill=\"none\" stroke=\"#f0c85a\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><rect x=\"142\" y=\"99\" width=\"47\" height=\"23\" rx=\"5\" fill=\"#668ec2\"/><text x=\"115\" y=\"145\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">TRADE / CONVERT</text></svg>"}]}},{"term":"Resource generation and conversion","aka":["make, spend or swap"],"kind":"process","plain":"The economy specifies how resources enter play, leave play and change into other resources or capabilities.","does":"Defines scarcity, opportunity cost and the timing of investment.","ask":"What are the source, drain, converter and trader, and what rates or delays connect them?","cues":["Resource entering play","Resource leaving play","A resource changing into another or a capability"],"at":[0,0,0.16],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 240","quote":"In an economy, the player can use a resource to perform a needed action in the game—for example, using wood as a resource to construct a building. Or the player can trade the wood for bread to feed their workers—who can then go chop down more wood.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch05section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 5, p. 93","quote":"including special nodes for the four economic functions (sources, drains, converters, and traders) discussed in the previous chapter.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 61–62","quote":"Converters turn resources of one kind into another.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Inputs and outputs”; “Sources”; “Transforms”; “Drains”","quote":"The resources flow mostly one way into a series of transforms to produce various other elements players desire.","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“What is an economic system?”","quote":"Resource destruction, where players either burn resources for some use in the game, or convert one type of resource to another.","work":"ian-schreiber-level-10-final-boss"}],"id":"generation-conversion","look":{"parts":[{"shape":"plane","size":[1.15,0.7],"material":"screen","color":"#253747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 230 140\"><rect x=\"10\" y=\"12\" width=\"210\" height=\"116\" rx=\"10\" fill=\"#1a2938\" stroke=\"#e4ad55\" stroke-width=\"6\"/><rect x=\"28\" y=\"35\" width=\"55\" height=\"58\" fill=\"#4f7f63\"/><rect x=\"147\" y=\"35\" width=\"55\" height=\"58\" fill=\"#6c8fbe\"/><path d=\"M89 64h49M123 48l16 16-16 16\" fill=\"none\" stroke=\"#f0c85a\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"115\" y=\"116\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">GOODS FLOW</text></svg>"}]}},{"term":"Ecology","aka":["parts that constrain one another"],"kind":"part","plain":"This game's ecology is a set of parts whose resource exchanges constrain or counterbalance one another.","does":"Preserves dynamic tension by preventing one subsystem from making every other choice irrelevant.","ask":"Which parts limit, counter or depend on one another?","cues":["Parts exchanging resources","One part constraining another"],"children":["competing-parts"],"at":[-0.8,-0.35,0.04],"pattern":"pattern-ecology","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 248","quote":"Like 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.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–117: feedback structures stabilize or amplify differences","quote":"The losing, rather than the leading, team can field an extra player for every N points of difference.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–71","quote":"Feedback systems based on relationships between two players can produce effects that keep games close","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; “Player Model Principle”; “Drowning in Complexity”","quote":"The ‘virtual ecology’ affects nearly every aspect of the game world, from the very small to the very large.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; Player Model Principle; Drowning in Complexity","quote":"The ‘virtual ecology’ affects nearly every aspect of the game world, from the very small to the very large.","work":"tynan-sylvester-the-simulation-dream"}],"id":"ecology-instance","look":{"parts":[{"shape":"plane","size":[1.15,0.8],"material":"screen","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 230 160\"><rect x=\"10\" y=\"12\" width=\"210\" height=\"136\" rx=\"10\" fill=\"#1b2938\" stroke=\"#7bb59d\" stroke-width=\"6\"/><path d=\"M33 108q9-36 39-29l12-25 14 11 18-6 11 14-10 16 8 19H33z\" fill=\"#e26f62\"/><circle cx=\"164\" cy=\"98\" r=\"18\" fill=\"#f4c542\"/><path d=\"M154 77l5-22 9 18 12-10-4 25\" fill=\"#f4c542\"/><path d=\"M98 82h39M124 70l13 12-13 12\" fill=\"none\" stroke=\"#88d1b4\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"115\" y=\"139\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">PREDATOR / PREY</text></svg>"}]}},{"term":"Competing parts","aka":["counter-pressure"],"kind":"part","plain":"Competing parts use, deny or constrain the same opportunities, spaces or resources.","does":"Creates counterplay and prevents a single subsystem from dominating every situation.","ask":"What does each part make harder for the others?","cues":["Parts contesting the same space","Resources denied or constrained"],"at":[0,0,0.16],"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 249","quote":"The deer eat the plants, balancing their growth, and the wolves eat the deer, balancing theirs.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–117: positive and negative feedback between competing teams","quote":"The losing, rather than the leading, team can field an extra player for every N points of difference.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 249","quote":"Combat can also be considered an ecology: two or more sides (player character versus monster, for example) attempt to “balance” each other by their actions—a nice way of saying that they each try to kill the other.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–71","quote":"They also need to spend resources to build military units, to expand their bases, and to develop new technology.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; “Story-Richness”","quote":"There were three parts to it. Splicers would hunt Gatherers, who were in turn guarded by Protectors.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; Drowning in Complexity: interacting relationships and constraints","quote":"There were three parts to it. Splicers would hunt Gatherers, who were in turn guarded by Protectors.","work":"tynan-sylvester-the-simulation-dream"}],"id":"competing-parts","look":{"parts":[{"shape":"plane","size":[1,0.75],"material":"screen","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 200 150\"><rect x=\"10\" y=\"12\" width=\"180\" height=\"126\" rx=\"10\" fill=\"#1c2938\" stroke=\"#7bb59d\" stroke-width=\"6\"/><path d=\"M42 108V72l18-18 18 18v36z\" fill=\"#e26f62\"/><path d=\"M47 72l13-14 13 14M106 46h32l14 14v48h-46z\" fill=\"#668ec2\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><path d=\"M117 67h22M117 84h22\" stroke=\"#fff\" stroke-width=\"5\"/><path d=\"M81 91h22M94 78l11 13-11 13\" fill=\"none\" stroke=\"#f0c85a\" stroke-width=\"7\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/></svg>"}]}},{"term":"Reinforcing loop","aka":["growth that feeds itself"],"kind":"loop","plain":"Positive feedback makes an increase feed the next increase, so capability or reward can snowball.","does":"Creates momentum, investment pressure and the risk of runaway advantage.","ask":"What grows, and what does that growth make easier next time?","children":["reward-escalation","loop-capability-growth"],"at":[0,-0.45,0.04],"loop":{"type":"reinforcing","through":["reward-escalation","loop-capability-growth"]},"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 238","quote":"First, because they are based on reinforcing loops, they have the potential to run out of control in a rich-get-richer scenario unless there are balancing loops in place to prevent this.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–117: closed circuits and positive feedback","quote":"the score of the better team quickly spirals upward as the difference increases, allowing them to field more and more players.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–69","quote":"positive feedback works to amplify small differences","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Source Type: Investment (Exponential)”","quote":"Player does an action This gives them resources. But these resources ‘feed back’ into the original action.","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Feedback Loops: positive feedback and score-to-power-up examples","quote":"Something happens that causes the same thing to happen again, which causes it to happen yet again, getting stronger in each iteration","work":"ian-schreiber-game-design-concepts-level-5"}],"id":"reinforcing-loop","feel":{"shape":0.38,"energy":0.86,"weight":-0.48,"warmth":0.76,"grain":0.36,"motion":"orbit","why":"A rising spiral feels exciting because each turn widens the next one."}},{"term":"Reward escalation","aka":["more payoff for more success"],"kind":"knob","plain":"The reward for a successful action increases the resources or options available for the next action.","does":"Sets how strongly success compounds.","ask":"Does this reward create useful momentum or remove future choices?","range":"reward size and delay","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 237","quote":"Acting within the game typically brings its own short-term rewards, at the cost of spent resources, but building the engine invests for the future (and completes the reinforcing loop).","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/imprint_downloads/peachpit/peachpit/samplechapters/0321820274/0321820274_gamemechanics_ch06section.pdf","kind":"book","isbn":"9780132946681","page":"ch. 6, pp. 113–117: profit feedback and positive feedback basketball","quote":"the score of the better team quickly spirals upward as the difference increases, allowing them to field more and more players.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Raph Koster, Game design is simple, actually","url":"https://www.raphkoster.com/2025/11/03/game-design-is-simple-actually/","kind":"practitioner","page":"sections “Feedback” and “Variation and escalation”","quote":"Almost no games are made of only one loop. 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If you change one thing, you should know what other things will be affected.","flag":"author course post","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"Introduction pp. xi–xiii; ch. 1 pp. 1–22; ch. 4 pp. 59–77","quote":"the mechanisms that govern the relationships between them and how they are produced or consumed.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ian Schreiber, Level 2: Numeric Relationships","url":"https://gamebalanceconcepts.wordpress.com/2010/07/14/level-2-numeric-relationships/","kind":"practitioner","page":"Identity and Linear Relationships; Relationships Within Systems","quote":"Numbers in games don’t exist in a vacuum. They only have meaning in relation to each other.","work":"ian-schreiber-level-2-numeric-relationships"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"More Game Balance Techniques: interconnections and second-order effects","quote":"Look at the interconnections between systems. If you change one thing, you should know what other things will be affected.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; Drowning in Complexity; Creating Story-Richness","quote":"Each can work at the fishing pond, the market, the field, the mill.","work":"tynan-sylvester-the-simulation-dream"}],"id":"part-interactions","look":{"parts":[{"shape":"plane","size":[1.1,0.8],"material":"screen","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 220 160\"><rect x=\"10\" y=\"12\" width=\"200\" height=\"136\" rx=\"12\" fill=\"#1c2938\" stroke=\"#9c7d63\" stroke-width=\"6\"/><path d=\"M39 110l49-56 25 20\" fill=\"none\" stroke=\"#d7ae67\" stroke-width=\"9\" stroke-linecap=\"round\"/><path d=\"M75 63l-22 7 13 16\" fill=\"none\" stroke=\"#fff\" stroke-width=\"5\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M151 43l27 13v31q0 25-27 35-27-10-27-35V56z\" fill=\"#668ec2\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><path d=\"M138 71h26M151 58v38\" stroke=\"#fff\" stroke-width=\"4\"/><path d=\"M106 94l16-10\" stroke=\"#e26f62\" stroke-width=\"7\" stroke-linecap=\"round\"/><text x=\"110\" y=\"138\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">CAUSE → EFFECT</text></svg>"}]}},{"term":"Interaction formula catalogue","aka":["ways to combine attack and armour"],"kind":"concept","plain":"A catalogue of mitigation formulas compares how armour changes damage taken: subtractive, divisive, percentage and threshold models.","does":"Makes a hidden balance choice explicit before numbers are tuned.","ask":"Which response curve keeps every relevant interaction playable?","at":[0.28,0,0.08],"variants":[{"label":"Mitigation model","items":[{"id":"subtract","name":"Subtract","plain":"Damage = max(0, raw damage − armour); a high armour value can reach immunity.","sources":[{"label":"Bethesda Softworks, Fallout: New Vegas Game Manual","url":"https://cdn.akamai.steamstatic.com/steam/apps/22380/manuals/fnv_gfw_manual-10-steam.pdf","kind":"maker","page":"p. 8","quote":"Damage is calculated by subtracting the DAM rating of the weapon you are firing against the Damage Threshold of your target’s armor.","work":"bethesda-softworks-fallout-new-vegas-game-manual"},{"label":"Runarcana RPG, Objects","url":"https://wiki.runarcana.org/en/game-mastering/running-the-game/objects/","kind":"maker","quote":"An object with a damage threshold is immune to all types of damage unless it suffers an amount of damage from a single attack or effect that equals or exceeds the damage threshold, in which case it receives normal damage.","work":"runarcana-rpg-objects"}]},{"id":"league-ratio","name":"Divide / ratio (League of Legends)","plain":"Damage taken = raw × 100/(100 + armour), so armour reduces damage without reaching zero.","why":"Damage taken = raw × 100/(100 + armour) defines it; 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this is a hard breakpoint model.","sources":[{"label":"Runarcana RPG, Objects","url":"https://wiki.runarcana.org/en/game-mastering/running-the-game/objects/","kind":"maker","quote":"An object with a damage threshold is immune to all types of damage unless it suffers an amount of damage from a single attack or effect that equals or exceeds the damage threshold, in which case it receives normal damage.","work":"runarcana-rpg-objects"}]}]}],"sources":[{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","quote":"in a transitive mechanic, everything has a set of costs and a set of benefits, and all in-game effects can be put in terms of one or the other.","work":"ian-schreiber-level-3-transitive-mechanics-and"},{"label":"Bethesda Softworks, Fallout: New Vegas Game Manual","url":"https://cdn.akamai.steamstatic.com/steam/apps/22380/manuals/fnv_gfw_manual-10-steam.pdf","kind":"maker","page":"p. 8","quote":"Damage is calculated by subtracting the DAM rating of the weapon you are firing against the Damage Threshold of your target’s armor.","work":"bethesda-softworks-fallout-new-vegas-game-manual"},{"label":"Bethesda Softworks, Fallout 3 Game Manual","url":"https://cdn.akamai.steamstatic.com/steam/apps/22300/manuals/fallout3_us_pc_manual.pdf","kind":"maker","page":"p. 11","quote":"DR – The percentage of damage resistance the item offers","work":"bethesda-softworks-fallout-3-game-manual"},{"label":"Runarcana RPG, Objects","url":"https://wiki.runarcana.org/en/game-mastering/running-the-game/objects/","kind":"maker","quote":"An object with a damage threshold is immune to all types of damage unless it suffers an amount of damage from a single attack or effect that equals or exceeds the damage threshold, in which case it receives normal damage.","work":"runarcana-rpg-objects"}],"id":"interaction-formulas","feel":{"shape":0.8,"energy":0.5,"weight":0.34,"warmth":0.46,"grain":0.56,"motion":"spin","why":"A sharp rotating dial suits a formula whose curve changes every interaction."},"plot":{"x":"Armour","y":"Damage taken (%)","series":[{"name":"Subtract","item":"subtract","points":[[0,100],[10,90],[20,80],[50,50],[100,0]]},{"name":"League ratio 100/(100+A)","item":"league-ratio","points":[[0,100],[10,90.909],[20,83.333],[50,66.667],[100,50]]},{"name":"Warcraft III 1/(1+0.06A)","item":"warcraft-ratio","points":[[0,100],[10,62.5],[20,45.455],[50,25],[100,14.286]]},{"name":"Percentage 1−0.02A","item":"percentage","points":[[0,100],[10,80],[20,60],[50,0],[100,0]]},{"name":"Threshold at A=20","item":"threshold","points":[[0,100],[10,100],[20,0],[50,0],[100,0]]}]}},{"term":"Interaction observation","aka":["the measured outcome"],"kind":"measure","plain":"Record the outcome of an interaction across representative states, opponents, frequencies and timings; a single stat or duel can mislead.","does":"Shows whether a formula creates useful choices in context.","ask":"Which comparison would change our mind about this interaction?","at":[-0.28,-0.02,0.08],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","quote":"Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"playtesting, measurement and one-change guidance","quote":"Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.","flag":"author course post","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Level 6: Situational Balance","url":"https://gamebalanceconcepts.wordpress.com/2010/08/11/level-6-situational-balance/","kind":"practitioner","page":"Situational Balance; Playtesting: The Ultimate Solution?","quote":"If you’re only fighting a single enemy, one-on-one, it isn’t any more valuable. If you’re fighting fifty enemies all clustered together in a swarming mass, it’s 50x more valuable.","work":"ian-schreiber-level-6-situational-balance"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Balance between Strategies; Balance Between Game Objects; Three General Game Balance Techniques","quote":"Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Story-Richness: percentage of interactions that are interesting; Eclipse Colony design case study","quote":"the mental model in the player’s mind, which the player constructs while playing the game.","work":"tynan-sylvester-the-simulation-dream"}],"id":"interaction-observation","look":{"parts":[{"shape":"plane","size":[1.1,0.7],"material":"screen","color":"#263747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 220 140\"><path d=\"M22 112h180M32 24v94\" stroke=\"#9fb0c7\" stroke-width=\"5\"/><path d=\"M38 101l31-22 30 10 30-35 42-27\" fill=\"none\" stroke=\"#d7ae67\" stroke-width=\"6\"/><circle cx=\"69\" cy=\"79\" r=\"7\" fill=\"#e26f62\"/><circle cx=\"99\" cy=\"89\" r=\"7\" fill=\"#e7b568\"/><circle cx=\"129\" cy=\"54\" r=\"7\" fill=\"#88d1b4\"/></svg>"}]}},{"term":"Cost curves","aka":["how much more power costs"],"kind":"concept","plain":"A cost curve maps rising benefits or power to the resources, limits and opportunity costs required to obtain them.","does":"Balances transitive upgrades without assuming that twice the power should always cost twice as much.","ask":"What curve makes the extra capability worth its complete cost?","at":[0,0.28,0.16],"variants":[{"label":"Cost shape","items":[{"id":"cost-linear","name":"Linear","plain":"C(P)=P: each extra power point has the same cost.","sources":[{"label":"Schreiber, Game Balance Concepts","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","quote":"The two might scale linearly: +1 cost means +1 benefit.","flag":"linear cost relationships discussed","work":"schreiber-game-balance-concepts"},{"label":"Ian Schreiber, Level 2: Numeric Relationships","url":"https://gamebalanceconcepts.wordpress.com/2010/07/14/level-2-numeric-relationships/","kind":"practitioner","page":"Identity and Linear Relationships","quote":"If a healing spell always costs 5 MP and heals exactly 50 HP, then there is a 1-to-10 linear relationship between MP and HP.","work":"ian-schreiber-level-2-numeric-relationships"}]},{"id":"cost-quadratic","name":"Increasing / quadratic","plain":"C(P)=P^2: later power costs progressively more.","sources":[{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","quote":"Costs might be on an increasing curve, where each additional benefit costs more than the last, so incremental gains get more and more expensive as you get more powerful.","work":"ian-schreiber-level-3-transitive-mechanics-and"}]},{"id":"cost-threshold","name":"Thresholded","plain":"C(P)=P below power 4, then C(P)=2P: a capability gate creates a new phase.","why":"It counts by the new cost phase after a capability gate, not because the illustrative break is at power 4.","sources":[{"label":"Schreiber, Game Balance Concepts","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","quote":"we might expect to see a shift in the cost curve at or around five mana","flag":"custom curves and thresholds discussed","work":"schreiber-game-balance-concepts"},{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","page":"Creating a Cost Curve; custom curves and thresholds","quote":"we might expect to see a shift in the cost curve at or around five mana","work":"ian-schreiber-level-3-transitive-mechanics-and"}]}]}],"sources":[{"label":"Schreiber, Game Balance Concepts","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","quote":"How do you know how much each resource is worth? That is what we call a cost curve.","work":"schreiber-game-balance-concepts"},{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","page":"linear, curved and diminishing/increasing cost relationships","quote":"How do you know how much each resource is worth? That is what we call a cost curve.","flag":"author course post","work":"ian-schreiber-level-3-transitive-mechanics-and"},{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","page":"Costs and Benefits; Cost Curves; Creating a Cost Curve","quote":"How do you know how much each resource is worth? That is what we call a cost curve.","work":"ian-schreiber-level-3-transitive-mechanics-and"},{"label":"Ian Schreiber, Level 2: Numeric Relationships","url":"https://gamebalanceconcepts.wordpress.com/2010/07/14/level-2-numeric-relationships/","kind":"practitioner","page":"Identity and Linear Relationships; Exponential and Triangular Relationships; Other Numeric Relationships","quote":"You may have a relationship where there are either increasing or diminishing returns","work":"ian-schreiber-level-2-numeric-relationships"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Three Ways to Balance Game Objects: transitive relationships and cost curves","quote":"This is the most direct way to balance objects. The general idea is to find some desired proportion of costs to benefits.","work":"ian-schreiber-game-design-concepts-level-16-game"}],"id":"cost-curves","feel":{"shape":0.68,"energy":0.44,"weight":0.26,"warmth":0.5,"grain":0.66,"motion":"rise","why":"A stepped, slightly angular body makes marginal price visible as power climbs."},"plot":{"x":"Power","y":"Cost units","series":[{"name":"Linear C=P","item":"cost-linear","points":[[0,0],[1,1],[2,2],[3,3],[4,4],[5,5]]},{"name":"Quadratic C=P²","item":"cost-quadratic","points":[[0,0],[1,1],[2,4],[3,9],[4,16],[5,25]]},{"name":"Thresholded","item":"cost-threshold","points":[[0,0],[1,1],[2,2],[3,3],[4,8],[5,10]]}]}},{"term":"Transitive balance","aka":["better costs more"],"kind":"concept","plain":"In a transitive relationship, one option is stronger in the same role, so its cost must account for its greater benefit.","does":"Balances vertical upgrades and stronger versions of similar parts.","ask":"What complete cost offsets this option's extra benefit?","at":[0.62,-0.18,0.16],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","quote":"technically referred to as a transitive relationship","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","page":"transitive relationships and cost curves","quote":"In transitive games, some things are just flat out better than others in terms of their in-game effects, and we balance that by giving them different costs","flag":"author course post","work":"ian-schreiber-level-3-transitive-mechanics-and"},{"label":"Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves","url":"https://gamebalanceconcepts.wordpress.com/2010/07/21/level-3-transitive-mechanics-and-cost-curves/","kind":"practitioner","page":"This Week’s Topic; Costs and Benefits; Cost Curves","quote":"In transitive games, some things are just flat out better than others in terms of their in-game effects, and we balance that by giving them different costs","work":"ian-schreiber-level-3-transitive-mechanics-and"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Three Ways to Balance Game Objects: transitive relationships and cost curves","quote":"technically referred to as a transitive relationship","work":"ian-schreiber-game-design-concepts-level-16-game"}],"id":"transitive-balance","look":{"parts":[{"shape":"plane","size":[1.25,1],"material":"screen","color":"#273344","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 250 200\"><rect x=\"10\" y=\"10\" width=\"230\" height=\"180\" rx=\"12\" fill=\"#1b2938\" stroke=\"#b9d5d9\" stroke-width=\"6\"/><path d=\"M31 160V36M31 160h190\" stroke=\"#9fb0c7\" stroke-width=\"5\"/><path d=\"M50 139l48-42 44 12 54-56\" fill=\"none\" stroke=\"#78d6a8\" stroke-width=\"7\"/><path d=\"M196 53l-2 22 19-12\" fill=\"none\" stroke=\"#78d6a8\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><circle cx=\"53\" cy=\"137\" r=\"13\" fill=\"#668ec2\"/><path d=\"M43 151q10-18 20 0\" fill=\"#668ec2\"/><circle cx=\"101\" cy=\"98\" r=\"13\" fill=\"#668ec2\"/><path d=\"M91 112q10-18 20 0\" fill=\"#668ec2\"/><circle cx=\"145\" cy=\"109\" r=\"13\" fill=\"#668ec2\"/><path d=\"M135 123q10-18 20 0\" fill=\"#668ec2\"/><rect x=\"37\" y=\"165\" width=\"34\" height=\"16\" rx=\"4\" fill=\"#e6b84d\"/><rect x=\"84\" y=\"165\" width=\"34\" height=\"16\" rx=\"4\" fill=\"#e6b84d\"/><rect x=\"128\" y=\"165\" width=\"34\" height=\"16\" rx=\"4\" fill=\"#e6b84d\"/><text x=\"54\" y=\"178\" text-anchor=\"middle\" fill=\"#604b36\" font-family=\"sans-serif\" font-size=\"12\">$1</text><text x=\"101\" y=\"178\" text-anchor=\"middle\" fill=\"#604b36\" font-family=\"sans-serif\" font-size=\"12\">$3</text><text x=\"145\" y=\"178\" text-anchor=\"middle\" fill=\"#604b36\" font-family=\"sans-serif\" font-size=\"12\">$6</text><text x=\"125\" y=\"28\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">STRONGER → DEARER</text></svg>"}]}},{"term":"Intransitive balance","aka":["counters in a cycle"],"kind":"concept","plain":"In an intransitive relationship, each option beats one option and loses to another, so no option is best in every matchup.","does":"Creates horizontal variety and counterplay that a single cost curve cannot order.","ask":"What does this option beat, and what beats it?","children":["counter-cycle"],"at":[-0.3,0.42,0.16],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","quote":"The second method is an intransitive relationship between game objects, better known as a rock-paper-scissors relationship.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"transitive/intransitive relationships and rock-paper-scissors","quote":"The second method is an intransitive relationship between game objects, better known as a rock-paper-scissors relationship.","flag":"author course post","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Level 9: Intransitive Mechanics","url":"https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics/","kind":"practitioner","page":"This Week; Solutions to intransitive mechanics; Who Cares?","quote":"games where there is no single dominant strategy","work":"ian-schreiber-level-9-intransitive-mechanics"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Three Ways to Balance Game Objects: intransitive relationships and rock-paper-scissors","quote":"The second method is an intransitive relationship between game objects, better known as a rock-paper-scissors relationship.","work":"ian-schreiber-game-design-concepts-level-16-game"}],"id":"intransitive-balance","look":{"parts":[{"shape":"plane","size":[1.35,1],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 270 200\"><rect x=\"10\" y=\"10\" width=\"250\" height=\"180\" rx=\"14\" fill=\"#1b2938\" stroke=\"#8fe0cf\" stroke-width=\"6\"/><path d=\"M72 44l-33 30 20 35 39-8 10-35z\" fill=\"#9a7d64\" stroke=\"#fff\" stroke-width=\"4\"/><rect x=\"105\" y=\"118\" width=\"54\" height=\"40\" rx=\"4\" fill=\"#6c8fbe\" stroke=\"#fff\" stroke-width=\"4\"/><path d=\"M105 118l18 13h36\" fill=\"none\" stroke=\"#fff\" stroke-width=\"4\"/><circle cx=\"207\" cy=\"62\" r=\"12\" fill=\"none\" stroke=\"#e6b84d\" stroke-width=\"5\"/><circle cx=\"231\" cy=\"62\" r=\"12\" fill=\"none\" stroke=\"#e6b84d\" stroke-width=\"5\"/><path d=\"M216 70l-22 32M222 70l22 32\" stroke=\"#e6b84d\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M92 56q24-22 42 2M158 111q31-12 39 15\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><path d=\"M128 71l-12-10M128 71l13-10M194 126l-12-8M194 126l13-8\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\" stroke-linecap=\"round\"/><text x=\"70\" y=\"132\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">ROCK</text><text x=\"132\" y=\"177\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">PAPER</text><text x=\"220\" y=\"132\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">SCISSORS</text></svg>"}]}},{"term":"Counter cycle","aka":["A beats B, B beats C, C beats A","rock-paper-scissors relationship","RPS"],"kind":"concept","plain":"A counter cycle is a directed matchup graph: each unit has a favorable target, an unfavorable target and conditions such as damage type, range, terrain or support that determine whether the advantage appears.","does":"Makes counter strength, unit roles, matrix results and mirror matches explicit before stats are retuned; exposes dominant strategies and gives the designer a testable target.","ask":"Does each unit have a job beyond its preferred target, is every edge readable and reachable, and does the mirror reveal skill rather than a hidden stat or first-move advantage?","children":["counter-strength-scale","counter-unit-role","counter-matchup-matrix","counter-mirror-match"],"links":[{"to":"interaction-observation","rel":"measured by"},{"to":"hits-to-kill","rel":"see also"},{"to":"time-to-kill","rel":"see also"}],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Three Ways to Balance Game Objects: intransitive relationships and rock-paper-scissors","quote":"The second method is an intransitive relationship between game objects, better known as a rock-paper-scissors relationship.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Level 9: Intransitive Mechanics","url":"https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics/","kind":"practitioner","page":"This Week; Solutions to intransitive mechanics; Who Cares?","quote":"normal attacks are defeated by blocks, blocks are defeated by throws, and throws are defeated by attacks.","work":"ian-schreiber-level-9-intransitive-mechanics"},{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"What is a Hard Counter?; Soft Counters and the HP Problem; Attribute Design vs Bonuses and Penalties","quote":"In practical terms, in RTS games","work":"brandon-casteel-in-defense-of-hard-counters-in"},{"label":"Alex Jaffe, Metagame Balance","url":"https://media.gdcvault.com/gdc2015/presentations/Jaffe_Alexander_Metagame_Balance.pdf","kind":"practitioner","page":"pp. 29–31, Matchup Charts","quote":"a matchup chart for Street Fighter 4, depicting the chance that any character should beat any other, in a fair game between skilled players.","work":"alex-jaffe-metagame-balance"}],"id":"counter-cycle","look":{"parts":[{"shape":"plane","size":[1.6,0.95],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 520 300\"><defs><marker id=\"arrow\" markerWidth=\"7\" markerHeight=\"7\" refX=\"6\" refY=\"3\" orient=\"auto\"><path d=\"M0 0L6 3L0 6Z\" fill=\"#f4c542\"/></marker></defs><rect x=\"8\" y=\"8\" width=\"504\" height=\"284\" rx=\"16\" fill=\"#172536\" stroke=\"#8fe0cf\" stroke-width=\"6\"/><text x=\"24\" y=\"32\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\" font-weight=\"700\">COUNTER CYCLE</text><rect x=\"22\" y=\"44\" width=\"210\" height=\"230\" rx=\"12\" fill=\"#22364b\" stroke=\"#5b7fa1\" stroke-width=\"3\"/><path d=\"M87 112Q120 70 169 95\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\" marker-end=\"url(#arrow)\"/><path d=\"M166 119Q153 171 128 187\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\" marker-end=\"url(#arrow)\"/><path d=\"M111 185Q73 168 72 120\" fill=\"none\" stroke=\"#f4c542\" stroke-width=\"5\" marker-end=\"url(#arrow)\"/><circle cx=\"72\" cy=\"104\" r=\"24\" fill=\"#9a7d64\" stroke=\"#fff\" stroke-width=\"4\"/><circle cx=\"128\" cy=\"205\" r=\"24\" fill=\"#6c8fbe\" stroke=\"#fff\" stroke-width=\"4\"/><circle cx=\"184\" cy=\"104\" r=\"24\" fill=\"#d2785b\" stroke=\"#fff\" stroke-width=\"4\"/><text x=\"72\" y=\"110\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">A</text><text x=\"128\" y=\"211\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">B</text><text x=\"184\" y=\"110\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">C</text><text x=\"72\" y=\"244\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">MIRROR = A vs A</text><rect x=\"246\" y=\"44\" width=\"252\" height=\"76\" rx=\"10\" fill=\"#263e55\" stroke=\"#8fe0cf\" stroke-width=\"3\"/><text x=\"260\" y=\"67\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\" font-weight=\"700\">UNIT JOB / ROLE</text><text x=\"260\" y=\"88\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">primary job before stat tuning</text><text x=\"260\" y=\"105\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">counter bonus is not the whole identity</text><rect x=\"246\" y=\"130\" width=\"252\" height=\"101\" rx=\"10\" fill=\"#263e55\" stroke=\"#8fe0cf\" stroke-width=\"3\"/><text x=\"260\" y=\"151\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\" font-weight=\"700\">MATCHUP MATRIX</text><text x=\"310\" y=\"172\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">A</text><text x=\"343\" y=\"172\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">B</text><text x=\"376\" y=\"172\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">C</text><text x=\"276\" y=\"193\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">A</text><text x=\"276\" y=\"212\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">B</text><text x=\"276\" y=\"231\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">C</text><text x=\"310\" y=\"193\" fill=\"#e6b84d\" font-family=\"sans-serif\" font-size=\"10\">M</text><text x=\"343\" y=\"193\" fill=\"#e26f62\" font-family=\"sans-serif\" font-size=\"10\">H</text><text x=\"376\" y=\"193\" fill=\"#6c8fbe\" font-family=\"sans-serif\" font-size=\"10\">R</text><text x=\"310\" y=\"212\" fill=\"#6c8fbe\" font-family=\"sans-serif\" font-size=\"10\">R</text><text x=\"343\" y=\"212\" fill=\"#e6b84d\" font-family=\"sans-serif\" font-size=\"10\">M</text><text x=\"376\" y=\"212\" fill=\"#e26f62\" font-family=\"sans-serif\" font-size=\"10\">H</text><text x=\"310\" y=\"231\" fill=\"#e26f62\" font-family=\"sans-serif\" font-size=\"10\">H</text><text x=\"343\" y=\"231\" fill=\"#6c8fbe\" font-family=\"sans-serif\" font-size=\"10\">R</text><text x=\"376\" y=\"231\" fill=\"#e6b84d\" font-family=\"sans-serif\" font-size=\"10\">M</text><rect x=\"246\" y=\"243\" width=\"252\" height=\"31\" rx=\"8\" fill=\"#22364b\"/><text x=\"256\" y=\"263\" fill=\"#e26f62\" font-family=\"sans-serif\" font-size=\"10\">H hard</text><text x=\"322\" y=\"263\" fill=\"#6c8fbe\" font-family=\"sans-serif\" font-size=\"10\">N normal</text><text x=\"402\" y=\"263\" fill=\"#8fe0cf\" font-family=\"sans-serif\" font-size=\"10\">R resistant</text></svg>"}]}},{"term":"Counter strength","aka":["soft counter","hard counter"],"kind":"measure","plain":"Counter strength is the advantage a designated counter has over its target under stated conditions, from a contestable efficiency edge to a near-invalidating interaction.","does":"Separates a soft counter from a hard counter before numbers are retuned, so the designer can state how much advantage the matchup is meant to buy.","ask":"How much cost efficiency, win probability, hits-to-kill or time-to-kill advantage should this counter have, and what can still overturn it?","range":"Soft counter: the advantage changes the odds but positioning, timing, support or execution can reverse it. Hard counter: the target cannot trade efficiently without changing composition or conditions. Record the assumptions for either label.","trouble":"A nominal soft counter with overwhelming cost efficiency behaves as a hard counter; a hard counter with no readable route to adaptation becomes a binary loss.","at":[0.42,-0.36,0.1],"links":[{"to":"interaction-observation","rel":"measured by"},{"to":"hits-to-kill","rel":"see also"},{"to":"time-to-kill","rel":"see also"}],"variants":[{"label":"Counter severity","items":[{"id":"soft-counter","name":"Soft counter","plain":"An advantage that changes the odds while positioning, timing, support or execution can still reverse the exchange.","sources":[{"label":"Ian Schreiber, Level 9: Intransitive Mechanics","url":"https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics/","kind":"practitioner","page":"Solutions to intransitive mechanics; Solving RPS with Incomplete Wins","quote":"Players may make certain choices in light of what they observe other players doing now","work":"ian-schreiber-level-9-intransitive-mechanics"},{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"What is a Hard Counter?; Soft Counters and the HP Problem","quote":"Marines and Banelings are a 'soft counter' to each other, since Marines can and do come out on top in this relationship based on the player's control over their units.","work":"brandon-casteel-in-defense-of-hard-counters-in"}]},{"id":"hard-counter","name":"Hard counter","plain":"An interaction in which the target is practically unable to trade efficiently without changing composition or conditions.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"What is a Hard Counter?; Rock Paper Scissors?; It's All About The Proportion","quote":"a 'hard counter' is an interaction where it is practically or actually impossible for one unit or army composition to defeat another unit or army composition.","work":"brandon-casteel-in-defense-of-hard-counters-in"}]}]}],"sources":[{"label":"Ian Schreiber, Level 9: Intransitive Mechanics","url":"https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics/","kind":"practitioner","page":"Solutions to intransitive mechanics; Solving RPS with Unequal Scoring; Solving RPS with Incomplete Wins","quote":"there will not be a single dominant strategy that invalidates all of the others, because it will be weak against at least one other counter-strategy.","work":"ian-schreiber-level-9-intransitive-mechanics"},{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"What is a Hard Counter?; Soft Counters and the HP Problem; Attribute Design vs Bonuses and Penalties","quote":"The harder the counter, the more cost efficient the trade will always be between 2 participants in combat.","work":"brandon-casteel-in-defense-of-hard-counters-in"}],"id":"counter-strength-scale","look":{"parts":[{"shape":"plane","size":[1.32,0.62],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 300 140\"><rect x=\"8\" y=\"8\" width=\"284\" height=\"124\" rx=\"12\" fill=\"#1b2938\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><text x=\"150\" y=\"31\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\" font-weight=\"700\">COUNTER STRENGTH</text><path d=\"M38 76H262\" stroke=\"#54677d\" stroke-width=\"12\" stroke-linecap=\"round\"/><path d=\"M38 76H214\" stroke=\"#e6b84d\" stroke-width=\"12\" stroke-linecap=\"round\"/><circle cx=\"92\" cy=\"76\" r=\"9\" fill=\"#8fe0cf\"/><circle cx=\"214\" cy=\"76\" r=\"9\" fill=\"#e26f62\"/><text x=\"92\" y=\"112\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">SOFT</text><text x=\"214\" y=\"112\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">HARD</text><text x=\"150\" y=\"51\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">advantage / target counterplay</text></svg>"}]}},{"term":"Unit role","aka":["unit job","unit archetype"],"kind":"concept","plain":"A unit role is the job a unit performs—holding space, dealing damage, scouting, supporting, raiding or taking objectives—separate from the target type it counters.","does":"Gives each roster entry a primary job and bounded secondary jobs before stats are tuned, so an anti-cavalry bonus does not become the unit's entire identity.","ask":"What should this unit contribute when its preferred target is absent, unavailable or already answered?","range":"Choose one primary job and at most one or two secondary jobs; record preferred targets, bad targets, required conditions and the failure state before tuning numbers.","trouble":"If the only description is a target type such as anti-cavalry, the unit has a matchup bonus but no job; a generalist that owns too many jobs crowds out the roster.","at":[0.42,0.27,0.1],"links":[{"to":"parts-register","rel":"see also"},{"to":"interaction-observation","rel":"see also"}],"variants":[{"label":"Role focus","items":[{"id":"frontline-holder","name":"Frontliner / space holder","plain":"Absorbs pressure, holds a location or keeps threats away from a vulnerable ally.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"The ideal design of a unit performs some unique function","quote":"ideal design of a unit is that it performs some unique function for the player, which the player can exploit or use skillfully","work":"brandon-casteel-in-defense-of-hard-counters-in"}]},{"id":"damage-dealer","name":"Damage dealer","plain":"Converts an opening into damage through burst, sustained fire, range or target access.","sources":[{"label":"Riot Jag, Quick Gameplay Thoughts 7/23","url":"https://www.leagueoflegends.com/en-us/news/dev/quick-gameplay-thoughts-7-23/","kind":"practitioner","quote":"Strategic flanking and target access due to stealth and mobility from grappling hook. … Strong burst damage, particularly when snowballing. … Worst-in-Marksman-class sustained DPS. … Worst-in-Marksman-class attack range.","work":"riot-jag-quick-gameplay-thoughts-7-23"}]},{"id":"support-controller","name":"Support / controller","plain":"Improves allies or restricts enemy actions, space or timing rather than relying only on direct damage.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"non-damage based counters; The ideal design of a unit performs some unique function","quote":"ideal design of a unit is that it performs some unique function for the player, which the player can exploit or use skillfully","work":"brandon-casteel-in-defense-of-hard-counters-in"}]},{"id":"scout-raider","name":"Scout / raider","plain":"Creates information or attacks exposed economy, objectives or support before the main fight.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"Rock Paper Scissors?; It's All About The Proportion","quote":"ideal design of a unit is that it performs some unique function for the player, which the player can exploit or use skillfully","work":"brandon-casteel-in-defense-of-hard-counters-in"}]},{"id":"objective-specialist","name":"Objective specialist","plain":"Captures, builds, transports or defends the objective even when it is not the best direct combatant.","sources":[{"label":"Electronic Arts, Battlefield V’s The Company: Support Class and Combat Roles","url":"https://www.ea.com/en-au/games/battlefield/news/battlefield-5-support-class-and-combat-roles","kind":"maker","quote":"While others are playing with boards and nails, as Support you’re building advanced Fortifications and machine gun emplacements. … You can give your squad better firing positions, a safe spot to reload, and the best chance to capture a point","work":"electronic-arts-battlefield-vs-the-company"}]}]}],"sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"Attribute Design vs Bonuses and Penalties; The ideal design of a unit performs some unique function","quote":"ideal design of a unit is that it performs some unique function for the player, which the player can exploit or use skillfully","work":"brandon-casteel-in-defense-of-hard-counters-in"}],"id":"counter-unit-role","look":{"parts":[{"shape":"plane","size":[1.36,0.78],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 320 180\"><rect x=\"8\" y=\"8\" width=\"304\" height=\"164\" rx=\"12\" fill=\"#1b2938\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><text x=\"24\" y=\"34\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"16\" font-weight=\"700\">UNIT JOB / ROLE</text><rect x=\"22\" y=\"50\" width=\"276\" height=\"32\" rx=\"6\" fill=\"#6c8fbe\"/><text x=\"34\" y=\"72\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">PRIMARY: HOLD SPACE</text><rect x=\"22\" y=\"92\" width=\"132\" height=\"56\" rx=\"6\" fill=\"#344d67\" stroke=\"#8fe0cf\" stroke-width=\"2\"/><text x=\"34\" y=\"113\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"12\">SECONDARY</text><text x=\"34\" y=\"135\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"12\">screen / escort</text><rect x=\"166\" y=\"92\" width=\"132\" height=\"56\" rx=\"6\" fill=\"#344d67\" stroke=\"#e6b84d\" stroke-width=\"2\"/><text x=\"178\" y=\"113\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"12\">NOT THE JOB</text><text x=\"178\" y=\"135\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"12\">bonus vs one type</text></svg>"}]}},{"term":"Matchup matrix","aka":["matchup chart","victory table"],"kind":"measure","plain":"A matchup matrix puts every unit on both axes and records the result of each pairing under fixed conditions, making a proposed cycle visible instead of anecdotal.","does":"Tests whether each unit has a favorable edge, a meaningful answer and a useful mirror; it also exposes a dominant row, a dead column or an accidental linear hierarchy.","ask":"What does each cell say for equal value, equal skill, map and upgrades, and do the directed edges still form the intended cycle?","range":"Cells can use hard counter, normal fight, resistant or mirror labels, then add win probability, cost efficiency, hits-to-kill or time-to-kill when the test harness is stable.","trouble":"A matrix with no assumptions mixes duels, armies, maps and upgrades; a matrix whose rows all point one way reveals a hierarchy rather than an intransitive cycle.","at":[0.42,-0.03,0.1],"links":[{"to":"interaction-observation","rel":"measured by"},{"to":"parts-register","rel":"see also"}],"variants":[{"label":"Matchup label","items":[{"id":"matrix-hard-counter","name":"Hard counter","plain":"The row unit reliably wins under the stated test and the column unit has little efficient counterplay.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"What is a Hard Counter?; It's All About The Proportion","quote":"very bad at killing that target type.","work":"brandon-casteel-in-defense-of-hard-counters-in"}]},{"id":"matrix-normal-fight","name":"Normal fight","plain":"Neither side's type advantage decides the result; execution, timing, positioning and context remain meaningful.","sources":[{"label":"Ramses Jelsma, The Logic Behind Violence: a Primer on Combat System Design","url":"https://www.gamedeveloper.com/design/the-logic-behind-violence-a-primer-on-combat-system-design","kind":"practitioner","quote":"The aspects that define how a player interacts with meaningful choice are the players’ knowledge and execution.","work":"ramses-jelsma-the-logic-behind-violence-a-primer"},{"label":"Alex Sulman, Improving the Battlefield 1 Weapon Balance","url":"https://www.ea.com/games/battlefield/news/improving-battlefield-1-weapon-balance","kind":"maker","quote":"These encounters remain mostly unchanged. These classes are opposite extremes; the winner of the engagement will usually come down to range.","work":"alex-sulman-improving-the-battlefield-1-weapon"}]},{"id":"matrix-resistant","name":"Resistant","plain":"The target blunts the listed counter and stays useful long enough to create value; the advantage is conditional rather than decisive.","sources":[{"label":"Brandon Casteel, In Defense of Hard Counters in Real Time Strategy Games","url":"https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games","kind":"practitioner","page":"Rock Paper Scissors?; Soft Counters and the HP Problem","quote":"non-damage based counters, like units which can prevent other units from attacking","work":"brandon-casteel-in-defense-of-hard-counters-in"},{"label":"Ian Schreiber, Level 9: Intransitive Mechanics","url":"https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics/","kind":"practitioner","page":"Who Cares?; Solutions to intransitive mechanics","quote":"Players may make certain choices in light of what they observe other players doing now","work":"ian-schreiber-level-9-intransitive-mechanics"}]},{"id":"matrix-mirror","name":"Mirror","plain":"Both sides use the same unit or role, so compare execution, timing, positioning, information and first-move effects rather than a composition edge.","sources":[{"label":"Blizzard Entertainment, Heroes of the Storm Patch Notes - August 9, 2017","url":"https://news.blizzard.com/en-gb/article/20944073/heroes-of-the-storm-patch-notes-august-9-2017","kind":"maker","quote":"Quick Match will now prefer not to make mirror matches, the same hero on both teams, when other options are available.","work":"blizzard-entertainment-heroes-of-the-storm-patch"},{"label":"Ramses Jelsma, The Logic Behind Violence: a Primer on Combat System Design","url":"https://www.gamedeveloper.com/design/the-logic-behind-violence-a-primer-on-combat-system-design","kind":"practitioner","quote":"The aspects that define how a player interacts with meaningful choice are the players’ knowledge and execution.","work":"ramses-jelsma-the-logic-behind-violence-a-primer"}]}]}],"sources":[{"label":"Alex Jaffe, Metagame Balance","url":"https://media.gdcvault.com/gdc2015/presentations/Jaffe_Alexander_Metagame_Balance.pdf","kind":"practitioner","page":"pp. 29–31, Matchup Charts","quote":"a matchup chart for Street Fighter 4, depicting the chance that any character should beat any other, in a fair game between skilled players.","work":"alex-jaffe-metagame-balance"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Three Ways to Balance Game Objects; Learn to love Excel","quote":"Intransitive relationships can actually be solved, using matrices and some basic linear algebra.","work":"ian-schreiber-game-design-concepts-level-16-game"}],"unverified":"The exact hard counter / normal fight / resistant labels are a practical roster taxonomy; the opened sources describe the underlying matchup, counter-strength and matrix ideas rather than a universal three-label standard.","id":"counter-matchup-matrix","look":{"parts":[{"shape":"plane","size":[1.4,0.82],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 340 200\"><rect x=\"8\" y=\"8\" width=\"324\" height=\"184\" rx=\"12\" fill=\"#1b2938\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><text x=\"22\" y=\"31\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\" font-weight=\"700\">MATCHUP MATRIX</text><text x=\"74\" y=\"53\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">A</text><text x=\"128\" y=\"53\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">B</text><text x=\"182\" y=\"53\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">C</text><text x=\"42\" y=\"76\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">A</text><text x=\"42\" y=\"108\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">B</text><text x=\"42\" y=\"140\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"11\">C</text><rect x=\"55\" y=\"60\" width=\"38\" height=\"24\" fill=\"#344d67\" stroke=\"#e6b84d\"/><rect x=\"109\" y=\"60\" width=\"38\" height=\"24\" fill=\"#d2785b\"/><rect x=\"163\" y=\"60\" width=\"38\" height=\"24\" fill=\"#6c8fbe\"/><rect x=\"55\" y=\"92\" width=\"38\" height=\"24\" fill=\"#6c8fbe\"/><rect x=\"109\" y=\"92\" width=\"38\" height=\"24\" fill=\"#344d67\" stroke=\"#e6b84d\"/><rect x=\"163\" y=\"92\" width=\"38\" height=\"24\" fill=\"#d2785b\"/><rect x=\"55\" y=\"124\" width=\"38\" height=\"24\" fill=\"#d2785b\"/><rect x=\"109\" y=\"124\" width=\"38\" height=\"24\" fill=\"#6c8fbe\"/><rect x=\"163\" y=\"124\" width=\"38\" height=\"24\" fill=\"#344d67\" stroke=\"#e6b84d\"/><text x=\"74\" y=\"77\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">M</text><text x=\"128\" y=\"77\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">H</text><text x=\"182\" y=\"77\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">R</text><text x=\"74\" y=\"109\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">R</text><text x=\"128\" y=\"109\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">M</text><text x=\"182\" y=\"109\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">H</text><text x=\"74\" y=\"141\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">H</text><text x=\"128\" y=\"141\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">R</text><text x=\"182\" y=\"141\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">M</text><text x=\"224\" y=\"74\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">H hard counter</text><text x=\"224\" y=\"101\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">N normal fight</text><text x=\"224\" y=\"128\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">R resistant</text><text x=\"224\" y=\"155\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"11\">M mirror</text><text x=\"22\" y=\"178\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"10\">Rows attack; columns defend.</text></svg>"}]}},{"term":"Mirror match","aka":["same-unit matchup","mirror"],"kind":"concept","plain":"A mirror match pits the same unit, role or roster against itself, removing the intended composition edge so the designer can see what execution, timing, positioning and information contribute.","does":"Checks that a unit remains interesting when its counter relationship disappears and reveals first-move, map or control advantages that can hide inside the matrix.","ask":"When both sides choose the same job, what decides the exchange, and is that decision legible and recoverable?","range":"Use equal resources, unit count, map, upgrades and information where possible; separately record first move, initiative, terrain and control assumptions.","trouble":"A mirror decided by an untelegraphed first move, spawn or hidden roster advantage is not measuring only skill; a perfectly static mirror may expose no meaningful decision.","at":[-0.18,-0.36,0.1],"links":[{"to":"interaction-observation","rel":"measured by"},{"to":"time-to-kill","rel":"see also"}],"sources":[{"label":"Blizzard Entertainment, Heroes of the Storm Patch Notes - August 9, 2017","url":"https://news.blizzard.com/en-gb/article/20944073/heroes-of-the-storm-patch-notes-august-9-2017","kind":"maker","quote":"Quick Match will now prefer not to make mirror matches, the same hero on both teams, when other options are available.","work":"blizzard-entertainment-heroes-of-the-storm-patch"},{"label":"Ramses Jelsma, The Logic Behind Violence: a Primer on Combat System Design","url":"https://www.gamedeveloper.com/design/the-logic-behind-violence-a-primer-on-combat-system-design","kind":"practitioner","quote":"The aspects that define how a player interacts with meaningful choice are the players’ knowledge and execution.","work":"ramses-jelsma-the-logic-behind-violence-a-primer"}],"id":"counter-mirror-match","look":{"parts":[{"shape":"plane","size":[1.18,0.7],"material":"screen","color":"#202b3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 280 165\"><rect x=\"8\" y=\"8\" width=\"264\" height=\"149\" rx=\"12\" fill=\"#1b2938\" stroke=\"#8fe0cf\" stroke-width=\"5\"/><text x=\"140\" y=\"32\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"16\" font-weight=\"700\">MIRROR MATCH</text><rect x=\"29\" y=\"52\" width=\"74\" height=\"50\" rx=\"8\" fill=\"#6c8fbe\" stroke=\"#fff\" stroke-width=\"3\"/><rect x=\"177\" y=\"52\" width=\"74\" height=\"50\" rx=\"8\" fill=\"#6c8fbe\" stroke=\"#fff\" stroke-width=\"3\"/><path d=\"M103 77H177\" stroke=\"#e6b84d\" stroke-width=\"5\"/><path d=\"M169 70l10 7-10 7M111 70l-10 7 10 7\" fill=\"none\" stroke=\"#e6b84d\" stroke-width=\"4\"/><text x=\"66\" y=\"82\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">A</text><text x=\"214\" y=\"82\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">A</text><text x=\"140\" y=\"127\" text-anchor=\"middle\" fill=\"#b5c4d4\" font-family=\"sans-serif\" font-size=\"12\">timing · position · control</text><text x=\"140\" y=\"145\" text-anchor=\"middle\" fill=\"#f4c542\" font-family=\"sans-serif\" font-size=\"11\">same toolset, different decisions</text></svg>"}]}},{"term":"Hits-to-kill","aka":["HTK","shots to kill"],"kind":"measure","plain":"Hits-to-kill (HTK) is the number of successful damage events needed to remove a target’s health after mitigation. Apply the game’s damage formula, minimum-damage rule and rounding policy, then take ceil(health / damage); compare it per encounter condition.","does":"Turns a damage pipeline into a discrete pacing and survivability measure for a roster.","ask":"How many meaningful hits does this attacker need against this defender in each condition, and is the exchange playable?","range":"whole hits; attacker × defender × condition, including open ground, cover and flanked states","children":["htk-matrix","htk-breakpoints","htk-overkill-rounding","htk-effective-health"],"at":[0,-0.48,0.16],"sources":[{"label":"GameDesign.gg, Weapon Design: The Feel, Math, and Balance of Guns","url":"https://gamedesign.gg/articles/weapon-design/","kind":"practitioner","page":"The Core Numbers: Damage, Fire Rate, and Time-to-Kill; Tuning Weapons in a Live Game","quote":"Shots to kill is the enemy’s effective health divided by damage per shot, rounded up.","work":"gamedesign-gg-weapon-design-the-feel-math-and"},{"label":"Calc, Hits to Kill Calculator","url":"https://globalcalcs.com/en/gaming/hits-to-kill/","kind":"reference","page":"Formula; Frequently asked","quote":"Effective HP = HP ÷ (1 − reduction); avg damage = damage × (1 + crit × (critMult − 1)); hits = ⌈effective HP ÷ avg damage⌉ · Hit counts round up (ceil): the final hit only needs to remove the leftover HP to count as a kill.","work":"calc-hits-to-kill-calculator"},{"label":"StatGarden, Time to kill (TTK) calculator for shooters","url":"https://www.statgarden.com/gaming/time-to-kill.html","kind":"reference","page":"What this calculator does; Formula; Working out whether a damage buff matters","quote":"Formula shots to kill = ceil(effective health ÷ damage per shot); time to kill = (shots − 1) ÷ (rounds per minute ÷ 60)","work":"statgarden-time-to-kill-ttk-calculator-for"},{"label":"Ian Schreiber, Level 6: Situational Balance","url":"https://gamebalanceconcepts.wordpress.com/2010/08/11/level-6-situational-balance/","kind":"practitioner","page":"What’s the central resource?; Using the central resource to derive balance; Situational Balance","quote":"how many hit points you had (that is, how many times could you survive being hit, and how many times would you have to hit something else to kill it).","work":"ian-schreiber-level-6-situational-balance"}],"id":"hits-to-kill","look":{"parts":[{"shape":"plane","size":[2.5,1.45],"material":"screen","color":"#273243","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 500 290\"><rect x=\"8\" y=\"8\" width=\"484\" height=\"274\" rx=\"18\" fill=\"#18222f\" stroke=\"#d2785b\" stroke-width=\"6\"/><rect x=\"18\" y=\"34\" width=\"220\" height=\"126\" rx=\"8\" fill=\"#202f40\" stroke=\"#8ab4c6\" stroke-width=\"4\"/><path d=\"M18 66h220M18 98h220M18 130h220M73 34v126M128 34v126M183 34v126\" stroke=\"#55748a\" stroke-width=\"2\"/><rect x=\"25\" y=\"42\" width=\"42\" height=\"18\" fill=\"#e6b84d\"/><rect x=\"80\" y=\"42\" width=\"42\" height=\"18\" fill=\"#79c6a4\"/><rect x=\"135\" y=\"42\" width=\"42\" height=\"18\" fill=\"#e26f62\"/><rect x=\"190\" y=\"42\" width=\"42\" height=\"18\" fill=\"#79c6a4\"/><rect x=\"25\" y=\"75\" width=\"42\" height=\"18\" fill=\"#79c6a4\"/><rect x=\"80\" y=\"75\" width=\"42\" height=\"18\" fill=\"#e26f62\"/><rect x=\"135\" y=\"75\" width=\"42\" height=\"18\" fill=\"#e6b84d\"/><rect x=\"190\" y=\"75\" width=\"42\" height=\"18\" fill=\"#e26c5e\"/><rect x=\"25\" y=\"108\" width=\"42\" height=\"18\" fill=\"#e26f62\"/><rect x=\"80\" y=\"108\" width=\"42\" height=\"18\" fill=\"#e6b84d\"/><rect x=\"135\" y=\"108\" width=\"42\" height=\"18\" fill=\"#79c6a4\"/><rect x=\"190\" y=\"108\" width=\"42\" height=\"18\" fill=\"#e6b84d\"/><text x=\"128\" y=\"153\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">ATTACK × DEFENDER</text><rect x=\"276\" y=\"34\" width=\"206\" height=\"126\" rx=\"8\" fill=\"#202f40\" stroke=\"#8ab4c6\" stroke-width=\"4\"/><path d=\"M294 139h170M308 48v91\" stroke=\"#9fb0c7\" stroke-width=\"3\"/><path d=\"M308 122h42v-22h42V76h42V54h28\" fill=\"none\" stroke=\"#e6b84d\" stroke-width=\"8\" stroke-linejoin=\"round\"/><circle cx=\"350\" cy=\"100\" r=\"6\" fill=\"#fff\"/><circle cx=\"392\" cy=\"76\" r=\"6\" fill=\"#fff\"/><circle cx=\"434\" cy=\"54\" r=\"6\" fill=\"#fff\"/><text x=\"380\" y=\"154\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">BREAKPOINTS</text><rect x=\"18\" y=\"188\" width=\"220\" height=\"54\" rx=\"8\" fill=\"#202f40\" stroke=\"#8ab4c6\" stroke-width=\"4\"/><rect x=\"29\" y=\"207\" width=\"124\" height=\"18\" rx=\"5\" fill=\"#e26f62\"/><rect x=\"153\" y=\"207\" width=\"55\" height=\"18\" rx=\"5\" fill=\"#f1a35c\"/><text x=\"128\" y=\"235\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">HIT + OVERKILL</text><rect x=\"276\" y=\"188\" width=\"206\" height=\"54\" rx=\"8\" fill=\"#202f40\" stroke=\"#8ab4c6\" stroke-width=\"4\"/><path d=\"M321 226v-17q0-19 19-19t19 19v17M312 226h56\" fill=\"none\" stroke=\"#79c6a4\" stroke-width=\"7\" stroke-linecap=\"round\"/><rect x=\"381\" y=\"207\" width=\"79\" height=\"18\" rx=\"5\" fill=\"#e26f62\"/><text x=\"420\" y=\"235\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">EHP</text><text x=\"250\" y=\"270\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"16\">HTK LEDGER</text></svg>"}]}},{"term":"Hits-to-kill matrix","aka":["HTK matrix","shots-to-kill table","matchup matrix"],"kind":"measure","plain":"A hits-to-kill matrix puts attacker types across one axis and defender types down the other; each cell is the number of landed hits after the game’s damage formula, minimum-damage rule and rounding.","does":"Exposes roster-wide lethality and survivability under every tested condition instead of hiding balance in isolated duels.","ask":"Which attacker defeats which defender in open ground, cover and flanked states, and where do cells jump?","range":"attacker × defender × condition; include open ground, cover, flanked, and any armour or terrain modifiers","trouble":"Blank or extreme cells, one unit dominating every condition, or a terrain modifier that changes a cell without a meaningful tactical reason.","at":[-0.72,0.23,0.12],"links":[{"to":"interaction-formulas","rel":"see also"},{"to":"interaction-observation","rel":"see also"},{"to":"counter-cycle","rel":"see also"}],"sources":[{"label":"Joshue Labs, Time to Kill Calculator","url":"https://joshuelabs.com/tools/time-to-kill-calculator","kind":"maker","quote":"Estimate hits to kill and time to kill from target health, hit damage, attack rate, hit chance, mitigation and target regeneration.","flag":"anonymous calculator","work":"joshue-labs-time-to-kill-calculator"},{"label":"Alex Sulman, Improving the Battlefield 1 Weapon Balance","url":"https://www.ea.com/games/battlefield/news/improving-battlefield-1-weapon-balance","kind":"maker","quote":"All SMGs now require a maximum of 4 bullets to kill any target within 12 meters.","work":"alex-sulman-improving-the-battlefield-1-weapon"}],"deeper":"A next level would hold the row and column schema, condition snapshots, and a reproducible sheet or script that regenerates every cell from roster stats.","id":"htk-matrix","look":{"parts":[{"shape":"plane","size":[1.35,0.9],"material":"screen","color":"#202f40","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 270 180\"><rect x=\"10\" y=\"10\" width=\"250\" height=\"160\" rx=\"12\" fill=\"#18222f\" stroke=\"#8ab4c6\" stroke-width=\"5\"/><path d=\"M55 43h190M55 75h190M55 107h190M55 139h190M102 25v135M149 25v135M196 25v135\" stroke=\"#55748a\" stroke-width=\"3\"/><path d=\"M20 27h28M20 59h28M20 91h28M20 123h28\" stroke=\"#e6b84d\" stroke-width=\"7\"/><rect x=\"61\" y=\"49\" width=\"35\" height=\"19\" fill=\"#e6b84d\"/><rect x=\"108\" y=\"49\" width=\"35\" height=\"19\" fill=\"#79c6a4\"/><rect x=\"155\" y=\"49\" width=\"35\" height=\"19\" fill=\"#e26f62\"/><rect x=\"202\" y=\"49\" width=\"35\" height=\"19\" fill=\"#79c6a4\"/><rect x=\"61\" y=\"81\" width=\"35\" height=\"19\" fill=\"#79c6a4\"/><rect x=\"108\" y=\"81\" width=\"35\" height=\"19\" fill=\"#e26f62\"/><rect x=\"155\" y=\"81\" width=\"35\" height=\"19\" fill=\"#e6b84d\"/><rect x=\"202\" y=\"81\" width=\"35\" height=\"19\" fill=\"#e26f62\"/><rect x=\"61\" y=\"113\" width=\"35\" height=\"19\" fill=\"#e26f62\"/><rect x=\"108\" y=\"113\" width=\"35\" height=\"19\" fill=\"#e6b84d\"/><rect x=\"155\" y=\"113\" width=\"35\" height=\"19\" fill=\"#79c6a4\"/><rect x=\"202\" y=\"113\" width=\"35\" height=\"19\" fill=\"#e6b84d\"/><text x=\"147\" y=\"158\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">ATTACK × DEFENDER</text></svg>"}]}},{"term":"Damage breakpoints","aka":["damage breakpoint","HP breakpoint","shots-to-kill breakpoint","threshold"],"kind":"measure","plain":"A damage breakpoint is the minimum effective damage, attack, penetration or armour value that changes the required whole-hit count by one. For target health H and desired n hits, the post-mitigation damage must reach at least H/n before the game’s integer rounding is applied.","does":"Turns a smooth damage formula into explicit lethal thresholds and explains why small integer stats tune coarsely: ceil(H / damage) stays flat between thresholds, then jumps.","ask":"What is the smallest attack, armour, health or condition change that removes or adds one hit?","range":"for H health and n hits, minimum applied damage = ceil(H / n); solve the divisive formula backward, then verify the actual min-1 and rounding pipeline","trouble":"A +1 stat has no effect for many cells and then suddenly changes HTK; cover or flanking can move the same roster across several thresholds at once.","at":[0.63,0.23,0.12],"links":[{"to":"interaction-formulas","rel":"see also"},{"to":"time-to-kill","rel":"see also"},{"to":"htk-matrix","rel":"see also"}],"sources":[{"label":"GameDesign.gg, Weapon Design: The Feel, Math, and Balance of Guns","url":"https://gamedesign.gg/articles/weapon-design/","kind":"practitioner","page":"The Core Numbers: Damage, Fire Rate, and Time-to-Kill; Damage Falloff and the Range Curve","quote":"This discontinuity is the single most important fact in weapon tuning. Damage does not scale smoothly; it scales in steps at every breakpoint where the shots-to-kill count flips.","work":"gamedesign-gg-weapon-design-the-feel-math-and"},{"label":"StatGarden, Time to kill (TTK) calculator for shooters","url":"https://www.statgarden.com/gaming/time-to-kill.html","kind":"reference","page":"What this calculator does; Working out whether a damage buff matters; Worked examples","quote":"The extra two damage per shot buys nothing at all until it crosses the threshold into five shots.","work":"statgarden-time-to-kill-ttk-calculator-for"},{"label":"Kernel_, R&D's manual to M1000 Classic (Haz 5+)","url":"https://steamcommunity.com/sharedfiles/filedetails/?id=3716951802","kind":"forum","page":"Introduction; Important thresholds; Vanilla Baseline","quote":"Determines how many shots are required to kill a target, factoring in effective HP with damage reduction taken into account (and separately armor). The ceiling function forces discretization.","work":"kernel-r-ds-manual-to-m1000-classic-haz-5"}],"deeper":"A next level would hold inverse breakpoint equations for attack, armour, health and penetration, with one-stat-at-a-time tables for every encounter condition.","id":"htk-breakpoints","look":{"parts":[{"shape":"plane","size":[1.25,0.82],"material":"screen","color":"#202f40","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 250 164\"><rect x=\"10\" y=\"10\" width=\"230\" height=\"144\" rx=\"12\" fill=\"#18222f\" stroke=\"#8ab4c6\" stroke-width=\"5\"/><path d=\"M32 126h190M45 30v96\" stroke=\"#9fb0c7\" stroke-width=\"4\"/><path d=\"M45 115h42V91h43V67h42V43h50\" fill=\"none\" stroke=\"#e6b84d\" stroke-width=\"9\" stroke-linejoin=\"round\"/><circle cx=\"87\" cy=\"91\" r=\"7\" fill=\"#fff\"/><circle cx=\"130\" cy=\"67\" r=\"7\" fill=\"#fff\"/><circle cx=\"172\" cy=\"43\" r=\"7\" fill=\"#fff\"/><text x=\"55\" y=\"144\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">6</text><text x=\"98\" y=\"144\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">5</text><text x=\"141\" y=\"144\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">4</text><text x=\"183\" y=\"144\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">3</text><text x=\"129\" y=\"28\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ONE HIT LESS</text></svg>"}]}},{"term":"Overkill and rounding","aka":["overkill","wasted damage","damage waste","final-hit waste"],"kind":"measure","plain":"Overkill is the final hit’s post-mitigation damage minus the target’s remaining health. The rounding policy—floor, ceil, nearest, hidden fractions or rounding only for display—decides whether that waste and the next breakpoint are real.","does":"Separates weapons with the same HTK, exposes wasted final-hit damage and makes the damage pipeline testable instead of assuming that displayed integers are the simulation’s integers.","ask":"How much final-hit damage is wasted, and exactly where does this implementation round?","range":"record pre-round damage, post-round damage, remaining health and final-hit overkill; specify whether rounding happens once or on every event","trouble":"Per-hit flooring silently accumulates loss, hidden fractional damage moves breakpoints, or a large final hit wastes ammo and cooldown time despite matching another weapon’s HTK.","at":[-0.58,-0.35,0.12],"links":[{"to":"time-to-kill","rel":"see also"},{"to":"interaction-formulas","rel":"see also"},{"to":"htk-breakpoints","rel":"see also"}],"sources":[{"label":"Calc, Time to Kill (TTK) Calculator","url":"https://globalcalcs.com/en/gaming/time-to-kill/","kind":"reference","page":"Formula; Frequently asked: overkill and discrete TTK","quote":"overkill = hits to kill × damage per hit − target HP · Hits to kill is rounded up, because the last shot only needs to finish the remaining HP — there is no half shot.","work":"calc-time-to-kill-ttk-calculator"},{"label":"Calc, Hits to Kill Calculator","url":"https://globalcalcs.com/en/gaming/hits-to-kill/","kind":"reference","page":"Formula; Frequently asked: hit counts round up","quote":"Hit counts round up (ceil): the final hit only needs to remove the leftover HP to count as a kill.","work":"calc-hits-to-kill-calculator"},{"label":"StatGarden, Time to kill (TTK) calculator for shooters","url":"https://www.statgarden.com/gaming/time-to-kill.html","kind":"reference","page":"Formula; Term definitions; Worked examples: Overkill on the last shot","quote":"Overkill Damage on the final shot that was not needed.","work":"statgarden-time-to-kill-ttk-calculator-for"},{"label":"Kernel_, R&D's manual to M1000 Classic (Haz 5+)","url":"https://steamcommunity.com/sharedfiles/filedetails/?id=3716951802","kind":"forum","page":"Important thresholds; target table with Waste and Kill Time","quote":"Measures overkill inefficiency: how much damage is wasted beyond what is required to kill the target. Higher values indicate poorer ammo efficiency, especially relevant for breakpoint-sensitive builds.","work":"kernel-r-ds-manual-to-m1000-classic-haz-5"}],"unverified":"No universal rounding order applies across games; verify whether the implementation stores fractional damage, rounds each event or rounds only the displayed number.","deeper":"A next level would hold test vectors for floor, ceil, nearest and hidden-fraction implementations, plus overkill and ammo-efficiency comparisons for each roster matchup.","id":"htk-overkill-rounding","look":{"parts":[{"shape":"plane","size":[1.25,0.8],"material":"screen","color":"#202f40","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 250 160\"><rect x=\"10\" y=\"10\" width=\"230\" height=\"140\" rx=\"12\" fill=\"#18222f\" stroke=\"#8ab4c6\" stroke-width=\"5\"/><rect x=\"28\" y=\"45\" width=\"134\" height=\"30\" rx=\"7\" fill=\"#e26f62\"/><rect x=\"162\" y=\"45\" width=\"48\" height=\"30\" rx=\"7\" fill=\"#f1a35c\"/><path d=\"M28 91h182\" stroke=\"#65798d\" stroke-width=\"9\" stroke-linecap=\"round\"/><path d=\"M162 84v20M210 84v20\" stroke=\"#fff\" stroke-width=\"3\"/><text x=\"119\" y=\"111\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">HEALTH LEFT</text><text x=\"186\" y=\"38\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">WASTE</text><path d=\"M28 127h72M128 127h82\" stroke=\"#e6b84d\" stroke-width=\"5\" stroke-linecap=\"round\"/><text x=\"119\" y=\"143\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"13\">ROUND → APPLY → CHECK</text></svg>"}]}},{"term":"Effective health","aka":["EHP","effective HP","effective health pool","physical EHP"],"kind":"measure","plain":"Effective health is the unmitigated damage required to defeat a target after mitigation. For damage = attack × K/(K + armour), EHP = health × (1 + armour/K) before discrete minimum-damage and rounding caveats.","does":"Puts health and armour on one survivability scale for comparing defenders and checking whether the armour curve gives the intended durability.","ask":"How much raw damage does this defender survive, and does that prediction still match discrete HTK against each attacker?","range":"EHP = H/(K/(K + A)) = H(1 + A/K) for nonnegative divisive armour; recalculate per damage type and condition","trouble":"Treating EHP as universal despite flat reduction, minimum damage, rounding, shields, cover, flanking, penetration or mixed damage; EHP may not predict exact HTK.","at":[0.65,-0.35,0.12],"links":[{"to":"interaction-formulas","rel":"see also"},{"to":"time-to-kill","rel":"see also"},{"to":"htk-matrix","rel":"see also"}],"sources":[{"label":"League of Legends Wiki, Armor","url":"https://wiki.leagueoflegends.com/en-us/Armor","kind":"reference","page":"Armor formula; effective health; Stacking armor","quote":"The second formula proves that armor increases nominal health by a percentage against physical damage; this is called effective health.","work":"league-of-legends-wiki-armor"},{"label":"StatGarden, Effective HP calculator from armour rating","url":"https://www.statgarden.com/gaming/effective-hp.html","kind":"reference","page":"What this calculator does; Formula; Worked examples; Questions","quote":"Formula damage reduction = armour ÷ (armour + K); effective HP = health ÷ (1 − damage reduction) = health × (1 + armour ÷ K)","work":"statgarden-effective-hp-calculator-from-armour"},{"label":"Blizzard, Warcraft III Armor and Weapon Types","url":"https://classic.battle.net/war3/basics/armorandweapontypes.shtml","kind":"maker","page":"Damage Reduction or Increases for Armor","quote":"A unit with 20 armor basically has 55% extra hitpoints -- 100 would become effectively 155.","work":"blizzard-warcraft-iii-armor-and-weapon-types"},{"label":"Calc, Hits to Kill Calculator","url":"https://globalcalcs.com/en/gaming/hits-to-kill/","kind":"reference","page":"Formula; Effective HP; Frequently asked","quote":"Effective HP = HP ÷ (1 − reduction%); 50% reduction doubles the hits required.","work":"calc-hits-to-kill-calculator"},{"label":"GameDesign.gg, Weapon Design: The Feel, Math, and Balance of Guns","url":"https://gamedesign.gg/articles/weapon-design/","kind":"practitioner","page":"The Core Numbers: Damage, Fire Rate, and Time-to-Kill","quote":"Shots to kill is the enemy’s effective health divided by damage per shot, rounded up.","work":"gamedesign-gg-weapon-design-the-feel-math-and"}],"unverified":"The linear EHP expression is exact for this divisive ratio before minimum-damage and rounding; flat mitigation, shields and mixed damage require a specified incoming profile.","deeper":"A next level would compare EHP by damage type, shield layer and penetration order, then reconcile each EHP prediction with the discrete matrix cell.","id":"htk-effective-health","look":{"parts":[{"shape":"plane","size":[1.12,0.88],"material":"screen","color":"#202f40","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 224 176\"><rect x=\"10\" y=\"10\" width=\"204\" height=\"156\" rx=\"12\" fill=\"#18222f\" stroke=\"#8ab4c6\" stroke-width=\"5\"/><path d=\"M65 133v-25q0-28 27-28t27 28v25M52 133h80\" fill=\"none\" stroke=\"#79c6a4\" stroke-width=\"10\" stroke-linecap=\"round\"/><path d=\"M154 55l16 17 16-17 16 17-32 44-32-44z\" fill=\"#668ec2\" stroke=\"#fff\" stroke-width=\"4\"/><rect x=\"33\" y=\"143\" width=\"157\" height=\"12\" rx=\"6\" fill=\"#526174\"/><rect x=\"33\" y=\"143\" width=\"115\" height=\"12\" rx=\"6\" fill=\"#e26f62\"/><text x=\"112\" y=\"34\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"17\">RAW DAMAGE</text><text x=\"112\" y=\"126\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">ARMOUR → EHP</text></svg>"}]}},{"term":"Time-to-kill","aka":["TTK"],"kind":"measure","plain":"Time-to-kill estimates elapsed time from the first valid attack to target defeat; a baseline is hits-to-kill times attack interval, but misses, cooldowns, travel, recovery and encounter context can change it.","does":"Connects combat maths to pacing, pressure and the time a player has to respond.","ask":"How long does this exchange occupy, and what can each side do during it?","range":"seconds from first valid hit to target defeat","at":[0.62,0.02,0.16],"sources":[{"label":"Daniel Cook, Building Tight Game Systems of Cause and Effect","url":"https://lostgarden.com/2012/07/01/building-tight-game-systems-of-cause-and-effect/","kind":"practitioner","page":"Pacing: short versus long lapses between cause and effect","quote":"Short time lapses between cause and effect.","flag":"author blog","work":"daniel-cook-building-tight-game-systems-of-cause"}],"unverified":"No opened source in this run defines a universal TTK convention; this is a practical derived measure using the cited mitigation formulas.","id":"time-to-kill","look":{"parts":[{"shape":"plane","size":[0.9,0.9],"material":"gloss","color":"#30384a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 180 180\"><circle cx=\"90\" cy=\"90\" r=\"63\" fill=\"#222b39\" stroke=\"#d2785b\" stroke-width=\"8\"/><circle cx=\"90\" cy=\"90\" r=\"8\" fill=\"#d2785b\"/><path d=\"M90 90V48M90 90l31 21\" stroke=\"#fff\" stroke-width=\"8\" stroke-linecap=\"round\"/><path d=\"M55 16h70\" stroke=\"#d2785b\" stroke-width=\"8\" stroke-linecap=\"round\"/><text x=\"90\" y=\"157\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"17\">TTK</text></svg>"}]}},{"term":"Level design","aka":["play-space design","map and level design"],"kind":"part","plain":"Level design plans and builds the playable spaces where a game's rules become movement, navigation and encounters.","does":"Turns mechanics and experience goals into spaces, routes, beats and readable affordances that shape what players do next.","ask":"What should this space make players feel, notice and do, and how will the geometry support it?","cues":["Playable spaces with movement and navigation","Routes, beats and readable affordances","Encounters in a built space"],"range":"From tightly scripted rooms and critical paths to open worlds, multiplayer lanes and player-made routes.","trouble":"The map feels like decoration or a maze: players miss goals, misread affordances, or fight the geometry instead of the intended challenge.","children":["level-experience-goal","level-layout","level-blockout","level-flow","level-critical-path","level-pacing","level-readability"],"sources":[{"label":"The Level Design Book, What is level design","url":"https://book.leveldesignbook.com/introduction","kind":"practitioner","page":"What is level design","quote":"Level designers focus on shaping player behavior.","work":"the-level-design-book-what-is-level-design"}],"id":"level-design","look":{"parts":[{"slot":"map","shape":"plane","size":[3.2,2.2],"material":"screen","color":"#162a3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 320 220\"><rect x=\"10\" y=\"10\" width=\"300\" height=\"200\" rx=\"14\" fill=\"#162a3b\" stroke=\"#7aa5b7\" stroke-width=\"4\"/><path d=\"M24 55h272M24 110h272M24 165h272M80 24v172M160 24v172M240 24v172\" stroke=\"#28465a\" stroke-width=\"2\"/><path d=\"M42 174C72 148 70 74 112 74s40 73 82 54 43-64 80-70\" fill=\"none\" stroke=\"#f1c75b\" stroke-width=\"8\" stroke-linecap=\"round\"/><circle cx=\"42\" cy=\"174\" r=\"9\" fill=\"#68d0aa\"/><circle cx=\"112\" cy=\"74\" r=\"9\" fill=\"#ef7968\"/><circle cx=\"194\" cy=\"128\" r=\"9\" fill=\"#68d0aa\"/><circle cx=\"274\" cy=\"58\" r=\"9\" fill=\"#ef7968\"/><path d=\"M64 42h34M222 184h52\" stroke=\"#dce8ef\" stroke-width=\"5\" stroke-linecap=\"round\"/></svg>"},{"slot":"blockout","shape":"box","size":[0.9,0.18,0.18],"pos":[-0.82,-0.7,0.14],"material":"matte","color":"#8aa6b8"},{"slot":"blockout","shape":"box","size":[0.6,0.18,0.18],"pos":[0.74,0.62,0.14],"material":"matte","color":"#d49a5a"}]}},{"term":"Experience goal","aka":["player experience goal","design goal"],"kind":"knob","plain":"An experience goal states what the player should learn, feel or do in a level.","does":"Gives layout, pacing and encounter choices a target instead of letting geometry dictate the experience.","ask":"What should the player learn, feel, or do here?","range":"Specific teaching or feeling goals are easier to design than broad aspirations; a goal may be concrete or abstract.","trouble":"A level has a pile of mechanics or rooms but no shared purpose, so playtest observations cannot tell which outcome is intended.","at":[-0.62,0.35,0.08],"sources":[{"label":"The Level Design Book, Layout","url":"https://book.leveldesignbook.com/process/layout","kind":"practitioner","page":"Layout, Pre-production plan","quote":"What should the player learn, feel, or do, in this level?","work":"the-level-design-book-layout"}],"deeper":"The next level would hold a target player, desired emotion, teach/test/twist beats and a pass/fail observation.","id":"level-experience-goal","look":{"parts":[{"slot":"brief","shape":"plane","size":[1.22,0.82],"material":"screen","color":"#374d63","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 240 160\"><rect x=\"20\" y=\"18\" width=\"200\" height=\"124\" rx=\"10\" fill=\"#f1ead7\" stroke=\"#e2b65d\" stroke-width=\"5\"/><circle cx=\"72\" cy=\"70\" r=\"25\" fill=\"none\" stroke=\"#e56e61\" stroke-width=\"7\"/><circle cx=\"72\" cy=\"70\" r=\"7\" fill=\"#e56e61\"/><path d=\"M116 48h72M116 72h55M116 96h67\" stroke=\"#718090\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M48 116h48\" stroke=\"#65b991\" stroke-width=\"7\" stroke-linecap=\"round\"/></svg>"}]}},{"term":"Layout","aka":["top-down layout","floor plan","map sketch"],"kind":"process","plain":"A layout is an initial visual plan of a level's structure, areas and key pacing beats.","does":"Makes spatial relationships and intended flow discussable before expensive geometry and art harden decisions.","ask":"What connects to what, and which route or beat should the plan make legible?","range":"A napkin scribble can grow through parti thumbnails, bubble diagrams, a floor plan and gameplay markup.","trouble":"The plan is polished but unplayable; players experience a maze or the team builds details that hide the core.","at":[0,0.25,0.08],"sources":[{"label":"The Level Design Book, Layout","url":"https://book.leveldesignbook.com/process/layout","kind":"practitioner","page":"Layout, Why design a layout?","quote":"A good layout drawing is any image that effectively communicates the core design.","work":"the-level-design-book-layout"}],"deeper":"The next level would hold parti thumbnails, bubble diagrams, floor plans, gameplay markup and the layout-to-blockout handoff.","id":"level-layout","look":{"parts":[{"slot":"plan","shape":"plane","size":[1.35,0.92],"material":"screen","color":"#30445a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 270 184\"><rect x=\"18\" y=\"18\" width=\"234\" height=\"148\" fill=\"#e9e4d6\" stroke=\"#d59d5c\" stroke-width=\"5\"/><path d=\"M28 58h78v45H28zM122 35h113v68H122zM56 122h132v32H56z\" fill=\"none\" stroke=\"#557083\" stroke-width=\"5\"/><path d=\"M44 134c30-50 74 19 109-40s47-34 78-34\" fill=\"none\" stroke=\"#e56e61\" stroke-width=\"6\" stroke-linecap=\"round\"/><circle cx=\"44\" cy=\"134\" r=\"7\" fill=\"#68c49c\"/><circle cx=\"231\" cy=\"60\" r=\"7\" fill=\"#68c49c\"/></svg>"},{"slot":"pencil","shape":"cylinder","radiusTop":0.035,"radiusBottom":0.035,"height":0.82,"rot":[0,0,28],"pos":[0.68,-0.38,0.14],"material":"matte","color":"#dca75b"}]}},{"term":"Blockout","aka":["greybox","whitebox","blockmesh prototype"],"kind":"process","plain":"A blockout is a low-detail playable version of a space made from simple shapes so movement, scale and encounters can be tested.","does":"Exposes whether the geometry supports intended play before art and detail harden decisions.","ask":"Can a player move, orient and solve the intended challenge in this rough space?","cues":["Simple shapes around a playable route","Movement through rough geometry","Encounters tested in the space"],"range":"Paper or primitive boxes to engine greybox; iterate with playtests before an art pass.","trouble":"The team polishes a route whose scale, sightlines or traversal fail once players move through it.","at":[0.62,-0.35,0.08],"sources":[{"label":"The Level Design Book, Layout","url":"https://book.leveldesignbook.com/process/layout","kind":"practitioner","page":"Layout, Why design a layout?","quote":"A layout drawing cannot tell you if your level works, only a blockout and playtest can begin answering that question.","work":"the-level-design-book-layout"}],"deeper":"The next level would hold movement metrics, primitives, traversal prototypes, encounter placeholders and blockout playtests.","id":"level-blockout","look":{"parts":[{"slot":"rough-space","shape":"box","size":[1.28,0.76,0.3],"material":"matte","color":"#8aa7ba"},{"slot":"rough-space","shape":"box","size":[0.34,0.5,0.42],"pos":[0.42,0.45,0.2],"material":"matte","color":"#d9a45c"},{"slot":"player","shape":"sphere","radius":0.1,"pos":[-0.38,0.15,0.48],"material":"glow","color":"#70d4ad"}]}},{"term":"Flow","aka":["movement flow","spatial flow"],"kind":"measure","plain":"Flow is how movement along paths and between areas feels: its speed, direction, continuity and tension.","does":"Tunes movement so geometry supports the intended experience rather than merely connecting rooms.","ask":"Does moving here feel safe or dangerous, simple or complex, fast or slow?","cues":["Movement along paths between areas","Fast or slow travel","Smooth or abrupt turns"],"range":"Straight or curved, fast or slow, smooth or abrupt, safe or dangerous; verify it in blockout and playtest.","trouble":"Players stall, overshoot, miss the intended turn, or find the route boring or confusing.","at":[0.85,0,0.08],"sources":[{"label":"The Level Design Book, Flow","url":"https://book.leveldesignbook.com/process/layout/flow","kind":"practitioner","page":"Flow","quote":"In level design, flow is how it generally feels to move along different paths / between different parts of a level.","work":"the-level-design-book-flow"}],"deeper":"The next level would hold desire lines, critical paths, circulation, speed, turns and verticality.","id":"level-flow","look":{"parts":[{"slot":"flow-chart","shape":"plane","size":[1.34,0.82],"material":"screen","color":"#273d50","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 268 164\"><rect x=\"12\" y=\"12\" width=\"244\" height=\"140\" rx=\"12\" fill=\"#1d3041\" stroke=\"#83a8b7\" stroke-width=\"4\"/><path d=\"M33 117C56 90 52 55 86 55s34 56 66 43 39-44 67-64\" fill=\"none\" stroke=\"#f0c75c\" stroke-width=\"8\" stroke-linecap=\"round\"/><path d=\"M205 24l16 10-15 8\" fill=\"#f0c75c\"/><circle cx=\"33\" cy=\"117\" r=\"8\" fill=\"#6bd0aa\"/><circle cx=\"86\" cy=\"55\" r=\"8\" fill=\"#e87668\"/><circle cx=\"152\" cy=\"98\" r=\"8\" fill=\"#6bd0aa\"/><circle cx=\"219\" cy=\"34\" r=\"8\" fill=\"#e87668\"/><path d=\"M34 35h64M142 130h82\" stroke=\"#c1d7df\" stroke-width=\"5\" stroke-linecap=\"round\"/></svg>"}]}},{"term":"Critical path","aka":["golden path","main route"],"kind":"measure","plain":"The critical path is the main intended route or procedure for completing a single-player level while encountering its important beats.","does":"Communicates progression and helps scope optional spaces against must-see content.","ask":"What ideal route should carry the player through the level's key beats?","range":"A minimum route to complete a level through a golden path with numbered beats; 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Totten, An Architectural Approach to Level Design","url":"https://api.pageplace.de/preview/DT0400.9781351116299_A37413136/preview-9781351116299_A37413136.pdf","kind":"book","isbn":"9780815361367","page":"Foreword, p. xxiii","quote":"it evokes a feeling of playfulness within the mind of any player who actively engages with it.","work":"christopher-w-totten-an-architectural-approach"}],"id":"aesthetics","feel":{"shape":0.18,"energy":0.48,"weight":-0.3,"warmth":0.92,"grain":0.12,"motion":"pulse","why":"A soft warm pulse represents a felt response rather than a visible object."}},{"term":"Felt experience target","aka":["challenge, discovery, fellowship or expression"],"kind":"concept","plain":"A felt experience target names the emotions, choices or situations the designer wants players to have, instead of treating every desired outcome as simply fun.","does":"Gives playtests a question sharper than whether the game is enjoyable in the abstract.","ask":"What should a player feel at the end of this loop?","sources":[{"label":"Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research","url":"https://users.cs.northwestern.edu/~hunicke/MDA.pdf","kind":"research","page":"pp. 2–4","quote":"Aesthetics describes the desirable emotional responses evoked in the player, when she interacts","work":"robin-hunicke-marc-leblanc-and-robert-zubek-mda"},{"label":"Ernest Adams, Fundamentals of Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321929679/samplepages/0321929675.pdf","kind":"book","isbn":"9780321929679","page":"ch. 4, p. 81","quote":"We’ll begin with a way of looking at what kinds of feelings different players like to experience as they play.","work":"ernest-adams-fundamentals-of-game-design"},{"label":"Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games","url":"https://celiahodent.com/cognitive-psychology-applied-to-user-experience-in-video-games/","kind":"practitioner","page":"author article: emotions, motivation and game feel","quote":"a game that satisfies basic psychological needs for competence, autonomy, and relatedness","work":"celia-hodent-cognitive-psychology-applied-to"},{"label":"Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games","url":"https://celiahodent.com/cognitive-psychology-applied-to-user-experience-in-video-games/","kind":"practitioner","page":"emotion, motivation and game feel","quote":"a game that satisfies basic psychological needs for competence, autonomy, and relatedness","flag":"author article","work":"celia-hodent-cognitive-psychology-applied-to"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"opening; Context; Polish; Conclusion","quote":"Create something beautiful at the intersection of player and game.","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Now, About That MDA Framework Thing…; The Process of Play","quote":"Is the game “fun”? Is play frustrating, or boring, or interesting?","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Creating apophenia; Creating Story-Richness: human-relevant values and emotions","quote":"Human values must be at stake.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Christopher W. Totten, An Architectural Approach to Level Design","url":"https://api.pageplace.de/preview/DT0400.9781351116299_A37413136/preview-9781351116299_A37413136.pdf","kind":"book","isbn":"9780815361367","page":"Foreword, p. xxiii","quote":"it evokes a feeling of playfulness within the mind of any player who actively engages with it.","work":"christopher-w-totten-an-architectural-approach"}],"id":"felt-experience","feel":{"shape":0.24,"energy":0.64,"weight":-0.22,"warmth":0.86,"grain":0.26,"motion":"pulse","why":"A gentle pulse with a little energy fits a feeling that can intensify and release."}},{"term":"Narrative design","aka":["interactive narrative design","story systems design"],"kind":"part","plain":"Narrative design structures a game's stories, how players learn them, and how they respond to player actions.","does":"Aligns story structure, delivery channels and reactive state with player agency, game scope and the play experience.","ask":"What story structure, delivery and response will make player action matter?","cues":["Stories learned through dialogue, text or sound","Player actions changing story response"],"range":"Linear, branching, free-floating or systemic; text, dialogue, image, sound, space and rules.","trouble":"Story arrives as disconnected exposition, choices promise change without consequences, or mechanics ask players to act against the stated fiction.","children":["narrative-structure","narrative-choice","narrative-state","narrative-worldbuilding","narrative-delivery","narrative-agency","ludonarrative-dissonance"],"sources":[{"label":"Bruno Dias, Introduction: A Discipline, if We Can Define It","url":"https://www.gamenarrativereader.org/articles/introduction/","kind":"practitioner","page":"Definition of narrative design","quote":"Narrative design is the discipline that concerns itself with how stories are structured, how they become known to the player, and how they respond to the player's actions.","work":"bruno-dias-introduction-a-discipline-if-we-can"}],"id":"narrative-design","look":{"parts":[{"slot":"story-board","shape":"plane","size":[3.2,2.18],"material":"screen","color":"#251d3b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 320 218\"><rect x=\"10\" y=\"10\" width=\"300\" height=\"198\" rx=\"14\" fill=\"#251d3b\" stroke=\"#b2a2d8\" stroke-width=\"4\"/><path d=\"M66 76h75M178 76h76M141 76v56M178 132H92M178 132h78\" stroke=\"#756597\" stroke-width=\"5\"/><rect x=\"29\" y=\"48\" width=\"74\" height=\"54\" rx=\"8\" fill=\"#e4b45d\"/><rect x=\"126\" y=\"48\" width=\"74\" height=\"54\" rx=\"8\" fill=\"#6dcaa2\"/><rect x=\"217\" y=\"48\" width=\"74\" height=\"54\" rx=\"8\" fill=\"#e7776b\"/><rect x=\"54\" y=\"132\" width=\"76\" height=\"54\" rx=\"8\" fill=\"#76a8cf\"/><rect x=\"215\" y=\"132\" width=\"76\" height=\"54\" rx=\"8\" fill=\"#c782b6\"/><circle cx=\"141\" cy=\"76\" r=\"8\" fill=\"#f2ead8\"/><circle cx=\"178\" cy=\"132\" r=\"8\" fill=\"#f2ead8\"/><path d=\"M44 29h55M134 29h58M225 29h44\" stroke=\"#f2ead8\" stroke-width=\"5\" stroke-linecap=\"round\"/></svg>"},{"slot":"story-card","shape":"box","size":[0.42,0.64,0.08],"pos":[-0.9,0.38,0.14],"material":"matte","color":"#e4b45d"},{"slot":"story-card","shape":"box","size":[0.42,0.64,0.08],"pos":[0.9,-0.34,0.14],"material":"matte","color":"#6dcaa2"}]}},{"term":"Narrative structure","aka":["story architecture","branching structure","story flow"],"kind":"process","plain":"Narrative structure arranges scenes, conversations, quests or storylets into the order and conditions in which players can encounter them.","does":"Controls pacing, scope and how earlier actions shape later content.","ask":"Which pieces are linear, branch, rejoin, float or repeat, and what state carries between them?","cues":["Scenes, conversations or quests in sequence","A branch, rejoin or repeat in the story","Earlier actions shaping later content"],"range":"Linear outline, branching tree, branch-and-bottleneck, quest, open map, floating modules or loop-and-grow.","trouble":"Branches explode beyond production capacity, reconvergence erases choices, or players cannot tell what state they are in.","at":[-0.9,0.4,0.1],"sources":[{"label":"Bruno Dias, Introduction: A Discipline, if We Can Define It","url":"https://www.gamenarrativereader.org/articles/introduction/","kind":"practitioner","page":"How stories are structured","quote":"Sometimes a game story can be written down as a linear outline; sometimes it's a branching tree structure; sometimes chunks of narrative are free-floating, and can be encountered in different orders.","work":"bruno-dias-introduction-a-discipline-if-we-can"}],"deeper":"The next level would hold story nodes, links, state variables, branch and rejoin rules, and authoring-scope checks.","id":"narrative-structure","look":{"parts":[{"slot":"flowchart","shape":"plane","size":[1.3,0.84],"material":"screen","color":"#31254b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 260 168\"><rect x=\"14\" y=\"14\" width=\"232\" height=\"140\" rx=\"10\" fill=\"#261d3c\" stroke=\"#b6a1d7\" stroke-width=\"4\"/><path d=\"M47 85h46M93 85l38-38M93 85l38 38M131 47h72M131 123h72\" stroke=\"#d6c7e7\" stroke-width=\"5\"/><rect x=\"29\" y=\"66\" width=\"36\" height=\"38\" rx=\"6\" fill=\"#e5b55d\"/><rect x=\"202\" y=\"28\" width=\"32\" height=\"38\" rx=\"6\" fill=\"#69c9a3\"/><rect x=\"202\" y=\"104\" width=\"32\" height=\"38\" rx=\"6\" fill=\"#e6756b\"/><circle cx=\"93\" cy=\"85\" r=\"8\" fill=\"#f2ead8\"/></svg>"}]}},{"term":"Narrative choice","aka":["player choice","branching choice"],"kind":"knob","plain":"A narrative choice offers alternatives whose selection changes the story state, what the player learns, or what can happen next.","does":"Turns agency into authored variation and gives players a reason to read, decide and replay.","ask":"What does each option reveal, change or commit the player to?","cues":["Alternatives in dialogue or story","Story state changing after selection","New content or outcome after the choice"],"range":"Reflective, tactical or strategic; local or downstream; direct branch, delayed branch or rejoin.","trouble":"Choices are cosmetic, all options converge without acknowledgement, or consequences arrive too late to understand.","at":[0.2,0.25,0.1],"sources":[{"label":"The EGG, Interactive Stories","url":"https://ecampusontario.pressbooks.pub/gamebasedlearning/chapter/interactive-stories/","kind":"reference","page":"Interactive Stories, Overview","quote":"The choices made have a direct consequence on the course of the story and participants cannot usually reverse their decision.","work":"the-egg-interactive-stories"}],"deeper":"The next level would hold option wording, preconditions, state changes, consequences and the rejoin policy.","id":"narrative-choice","look":{"parts":[{"slot":"choice-card","shape":"plane","size":[1.24,0.82],"material":"screen","color":"#3b2c50","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 248 164\"><rect x=\"14\" y=\"14\" width=\"220\" height=\"136\" rx=\"10\" fill=\"#f0e8d6\" stroke=\"#d9a85b\" stroke-width=\"5\"/><path d=\"M38 82h50M88 82l38-35M88 82l38 35M126 47h78M126 117h78\" stroke=\"#76618f\" stroke-width=\"5\"/><circle cx=\"38\" cy=\"82\" r=\"10\" fill=\"#e67368\"/><rect x=\"177\" y=\"30\" width=\"27\" height=\"34\" rx=\"6\" fill=\"#6cc8a1\"/><rect x=\"177\" y=\"100\" width=\"27\" height=\"34\" rx=\"6\" fill=\"#e5b45e\"/><path d=\"M28 36h48M148 31h18M148 132h18\" stroke=\"#70808f\" stroke-width=\"6\" stroke-linecap=\"round\"/></svg>"}]}},{"term":"Narrative state","aka":["story state","relationship state","state space"],"kind":"measure","plain":"A narrative state is the current combination of variables that determines which story content and outcomes are available.","does":"Makes reactive story legible to the designer so content covers intended possibilities without abrupt or impossible transitions.","ask":"Which variables and thresholds distinguish the story states the player can reach?","range":"Binary flags, counters, opposed stats, percentages or a few salient variables per scene; outcomes can be plotted.","trouble":"An action flips an outcome unexpectedly, a state has no content, or combinatorial branches become impossible to author.","at":[0.95,0,0.1],"sources":[{"label":"Emily Short, Narrative States","url":"https://emshort.blog/2019/11/23/narrative-states/","kind":"practitioner","page":"Narrative States, abrupt state transitions","quote":"At the corners between states, a single player action could flip the outcome to another suitor or to the solitude action. This can feel abrupt and confusing.","work":"emily-short-narrative-states"}],"deeper":"The next level would hold variables, thresholds, trajectories, a content-coverage matrix and player-facing signals.","id":"narrative-state","look":{"parts":[{"slot":"state-plot","shape":"plane","size":[1.36,0.88],"material":"screen","color":"#30244b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 272 176\"><rect x=\"14\" y=\"14\" width=\"244\" height=\"148\" rx=\"10\" fill=\"#241d3b\" stroke=\"#b5a2d4\" stroke-width=\"4\"/><path d=\"M45 141L136 29l91 112z\" fill=\"#3e315b\" stroke=\"#8e7db4\" stroke-width=\"4\"/><path d=\"M80 111L136 76l61 30\" fill=\"none\" stroke=\"#dfb35c\" stroke-width=\"5\"/><circle cx=\"80\" cy=\"111\" r=\"10\" fill=\"#6bc7a1\"/><circle cx=\"136\" cy=\"76\" r=\"10\" fill=\"#e67468\"/><circle cx=\"197\" cy=\"106\" r=\"10\" fill=\"#77a9ce\"/><path d=\"M42 143h188M136 27v118\" stroke=\"#d9cce7\" stroke-width=\"3\" stroke-dasharray=\"5 6\"/></svg>"}]}},{"term":"Worldbuilding","aka":["setting design","world model"],"kind":"process","plain":"Worldbuilding defines the social, historical, economic and physical context that makes the game's actions make sense.","does":"Gives mechanics consequences in the fiction and supplies motivations, constraints, conflicts and places for play.","ask":"What kind of world would make this player action common, costly or meaningful?","cues":["Social or historical context in play","Economic or physical context around actions","Places that make actions meaningful"],"range":"Mechanic-first or premise-first; local setting to whole culture; explicit lore to environmental implication.","trouble":"The setting is a database of facts unrelated to play, or the rules let players act in ways the fiction cannot explain.","at":[-0.6,-0.2,0.1],"sources":[{"label":"Emily Short, Not Exactly Mailbag: Worldbuilding from a Mechanic","url":"https://emshort.blog/2018/03/13/not-exactly-mailbag-worldbuilding-from-a-mechanic/","kind":"practitioner","page":"Worldbuilding from a Mechanic","quote":"If you've got mechanics, that typically means you've got an action/set of actions for the player to perform","work":"emily-short-not-exactly-mailbag-worldbuilding"}],"deeper":"The next level would hold the player action, affected state, institutions, resources, history, beliefs and contradictions.","id":"narrative-worldbuilding","look":{"parts":[{"slot":"world-map","shape":"plane","size":[1.36,0.86],"material":"screen","color":"#26384a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 272 172\"><rect x=\"14\" y=\"14\" width=\"244\" height=\"144\" rx=\"10\" fill=\"#1e3240\" stroke=\"#8cb4b0\" stroke-width=\"4\"/><path d=\"M36 122c31-46 38-64 70-64 29 0 31 33 58 33 28 0 36-35 72-55\" fill=\"none\" stroke=\"#6bc8a4\" stroke-width=\"7\" stroke-linecap=\"round\"/><circle cx=\"36\" cy=\"122\" r=\"11\" fill=\"#e47567\"/><circle cx=\"106\" cy=\"58\" r=\"11\" fill=\"#e4b65d\"/><circle cx=\"164\" cy=\"91\" r=\"11\" fill=\"#78aacf\"/><circle cx=\"236\" cy=\"36\" r=\"11\" fill=\"#e47567\"/><path d=\"M48 35h48M160 131h61\" stroke=\"#d4e4df\" stroke-width=\"5\" stroke-linecap=\"round\"/></svg>"}]}},{"term":"Narrative delivery","aka":["storytelling channel","exposition delivery"],"kind":"process","plain":"Narrative delivery chooses how a player learns story through dialogue, text, images, sound, space and systems.","does":"Controls legibility, pacing and attention by matching the medium to the information and the player's situation.","ask":"Which channel can carry this fact without interrupting or contradicting play?","cues":["Dialogue carrying story","Text or images carrying story","Sound, space or systems carrying story"],"range":"Linear narration, barks, dialogue, text, environmental clues, objects, voice-over or systems; explicit to implicit.","trouble":"Exposition blocks play, critical facts arrive in an unreadable channel, or redundant channels contradict each other.","at":[0.65,0.5,0.1],"sources":[{"label":"Bruno Dias, Introduction: A Discipline, if We Can Define It","url":"https://www.gamenarrativereader.org/articles/introduction/","kind":"practitioner","page":"How stories become known to the player","quote":"Video games are a composite art, made up of images, writing, and sound all put together.","work":"bruno-dias-introduction-a-discipline-if-we-can"}],"deeper":"The next level would hold channel, timing, diegetic status, redundancy, accessibility and localization constraints.","id":"narrative-delivery","look":{"parts":[{"slot":"channels","shape":"plane","size":[1.38,0.84],"material":"screen","color":"#33264b","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 276 168\"><rect x=\"14\" y=\"14\" width=\"248\" height=\"140\" rx=\"10\" fill=\"#261d3b\" stroke=\"#b6a0d2\" stroke-width=\"4\"/><rect x=\"31\" y=\"49\" width=\"42\" height=\"45\" rx=\"6\" fill=\"#e5b45d\"/><path d=\"M41 82h22M41 68h22\" stroke=\"#fff0d0\" stroke-width=\"5\"/><circle cx=\"105\" cy=\"72\" r=\"24\" fill=\"#6cc9a2\"/><path d=\"M89 72h32M105 56v32\" stroke=\"#f5eddc\" stroke-width=\"5\"/><path d=\"M158 94l23-42 23 42z\" fill=\"#e67568\"/><path d=\"M158 105h46\" stroke=\"#f5eddc\" stroke-width=\"5\"/><rect x=\"220\" y=\"49\" width=\"28\" height=\"45\" rx=\"5\" fill=\"#77a9ce\"/><path d=\"M226 60h16M226 72h16M226 84h11\" stroke=\"#f5eddc\" stroke-width=\"4\"/><path d=\"M32 30h62M135 30h55M218 30h30\" stroke=\"#d5c9e6\" stroke-width=\"5\" stroke-linecap=\"round\"/></svg>"}]}},{"term":"Agency contract","aka":["player agency","promise of consequence"],"kind":"knob","plain":"An agency contract is the set of expectations about which player actions can shape the story and how visibly they matter.","does":"Sets the boundary between authored focus and player freedom so choices feel intentional rather than arbitrary.","ask":"What kind of control does the game promise, and where will it honor or deliberately deny that promise?","cues":["Player action changing story state","An outcome visibly shaped by a choice"],"range":"No story response to local variation to persistent world-state changes; responses may be explicit, clued or hidden.","trouble":"The game promises freedom but funnels every action, or changes outcomes without giving the player a readable cause.","at":[-0.2,-0.65,0.1],"sources":[{"label":"Bruno Dias, Introduction: A Discipline, if We Can Define It","url":"https://www.gamenarrativereader.org/articles/introduction/","kind":"practitioner","page":"How stories respond to the player's actions","quote":"Often, we're somewhere between those two extremes, trying to balance questions of player agency against the needs of experiential focus and game scope.","work":"bruno-dias-introduction-a-discipline-if-we-can"}],"deeper":"The next level would hold the promise, action scope, response delay, feedback, exceptions and player expectations.","id":"narrative-agency","look":{"parts":[{"slot":"agency-meter","shape":"plane","size":[1.4,0.84],"material":"screen","color":"#32254a","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 280 168\"><rect x=\"14\" y=\"14\" width=\"252\" height=\"140\" rx=\"10\" fill=\"#261d3b\" stroke=\"#b5a0d3\" stroke-width=\"4\"/><path d=\"M42 88h188\" stroke=\"#d7cbe5\" stroke-width=\"12\" stroke-linecap=\"round\"/><path d=\"M42 88h112\" stroke=\"#69c8a0\" stroke-width=\"12\" stroke-linecap=\"round\"/><circle cx=\"154\" cy=\"88\" r=\"17\" fill=\"#e5b35d\" stroke=\"#fff1d0\" stroke-width=\"5\"/><path d=\"M42 54h39M199 54h31M40 121h68M187 121h45\" stroke=\"#d5c9e5\" stroke-width=\"5\" stroke-linecap=\"round\"/><path d=\"M42 42v18M230 42v18\" stroke=\"#d5c9e5\" stroke-width=\"4\"/></svg>"}]}},{"term":"Ludonarrative dissonance","aka":["story–mechanics mismatch","ludo-narrative conflict"],"kind":"concept","plain":"Ludonarrative dissonance is a conflict between the story a game tells and the actions, incentives or values its mechanics require.","does":"Flags when narrative promises and play teach incompatible meanings, weakening trust and emotional alignment.","ask":"What is the player doing and being rewarded for, and does the fiction say that action means something else?","range":"A small continuity mismatch to a systemic contradiction; passive (irrelevant rules) or active (conflicting rules).","trouble":"Players call the protagonist out of character, treat the story as disposable, or optimize a behavior the fiction condemns.","at":[0.9,-0.65,0.1],"sources":[{"label":"GameDesign.gg, Ludonarrative Dissonance","url":"https://gamedesign.gg/glossary/ludonarrative-dissonance/","kind":"practitioner","page":"Ludonarrative Dissonance","quote":"The clash that occurs when a game's mechanics express one thing about its world or protagonist while its story insists on another.","work":"gamedesign-gg-ludonarrative-dissonance"}],"deeper":"The next level would hold the narrative claim, mechanic incentive, player action, reward and a mismatch test.","id":"ludonarrative-dissonance","feel":{"shape":0.9,"energy":0.62,"weight":0.24,"warmth":0.18,"grain":0.72,"motion":"jitter","why":"A sharp, jittering, cold clash fits two channels pulling the player's meaning in opposite directions."}},{"term":"Designer loop","aka":["playtest, observe, iterate"],"kind":"loop","plain":"The designer's loop sets an intended experience, puts a playable version in front of people, observes the gap and iterates.","does":"Reduces the distance between the designed experience and the one players actually have.","ask":"What did players actually experience, and what one change should we test next?","children":["design-intent","playtest","observed-experience","iterate"],"at":[0,0,-0.06],"loop":{"type":"balancing","through":["design-intent","playtest","observed-experience","iterate"]},"sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 232","quote":"The designer interacts with this overarching system by watching players experience the game and adjusting the game’s model to provide better engagement for the player.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Tracy Fullerton, Playcentric Design (ACM interactions, 2008)","url":"https://www.tracyfullerton.com/s/interactions20080304-dl.pdf","kind":"practitioner","page":"Playcentric Design, pp. 42–47: goals, prototypes, player tests, feedback and iteration","quote":"Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.","work":"tracy-fullerton-playcentric-design-acm"},{"label":"Celia Hodent, Developing UX Practices at Epic Games","url":"https://celiahodent.com/ux-practices-epic-games/","kind":"practitioner","page":"slides 2–7 and 31–45: UX model, prototyping, playtesting and iteration","quote":"I needed to first establish a UX model for the studio, and then apply it in different ways (through prototyping and playtesting mainly).","flag":"author talk notes","work":"celia-hodent-developing-ux-practices-at-epic"},{"label":"Scott Rogers, IGDA Interview Series: Scott Rogers","url":"https://igda.org/news-archive/igda-interview-series-scott-rogers/","kind":"practitioner","page":"interview: brainstorming, paper maps/storyboards, iteration and honing gameplay","quote":"I always start with brainstorming and brainstorming always works better with others. Then I do a lot of drawing and writing, taking the ideas, fleshing them out and refining them. Finally, there is a lot of back and forth with the artists and programmers and other designers and lots of iterating and honing of ideas and gameplay.","flag":"interview","work":"scott-rogers-igda-interview-series-scott-rogers"},{"label":"Anders Drachen, Pejman Mirza-Babaei and Lennart E. 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It is the most effective way to gauge the effects of rules changes when you are uncertain.","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Player Model Principle; Eclipse Colony design case study: playtest observations and unexpected effects","quote":"the mental model in the player’s mind, which the player constructs while playing the game.","work":"tynan-sylvester-the-simulation-dream"}],"id":"observed-experience","look":{"parts":[{"shape":"plane","size":[1.45,0.9],"material":"screen","color":"#253747","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 290 180\"><rect x=\"10\" y=\"10\" width=\"270\" height=\"160\" rx=\"12\" fill=\"#1b2938\" stroke=\"#d7ae67\" stroke-width=\"6\"/><path d=\"M34 41h112M34 70h176M34 99h142M34 128h102\" stroke=\"#b9d5d9\" stroke-width=\"8\" stroke-linecap=\"round\"/><circle cx=\"226\" cy=\"64\" r=\"25\" fill=\"#de8266\"/><path d=\"M208 114q18-24 36 0\" fill=\"#de8266\"/><path d=\"M183 31l10 16 19-4-14 14 5 20-18-11-17 11 5-20-14-14 19 4z\" fill=\"#e26f62\" stroke=\"#fff\" stroke-width=\"4\"/><path d=\"M211 132h38\" stroke=\"#f5d27e\" stroke-width=\"6\"/><text x=\"145\" y=\"154\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">OBSERVED / SURPRISES</text></svg>"}]}},{"term":"Playtest observation","aka":["evidence from play"],"kind":"measure","plain":"An observation measure records a player behaviour, outcome, delay, error, explanation or feeling against a test question so results can be compared across sessions.","does":"Turns a playtest into evidence for a specific change.","ask":"What observation would support or falsify the design hypothesis?","at":[0,0,0.12],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","quote":"when players are playing your game, make note of whether certain strategies seem to be used more often than others, and which ones seem to win.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Tracy Fullerton, Playcentric Design (ACM interactions, 2008)","url":"https://www.tracyfullerton.com/s/interactions20080304-dl.pdf","kind":"practitioner","page":"Playcentric Design, pp. 42–47: test scenarios, observation and feedback","quote":"Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.","work":"tracy-fullerton-playcentric-design-acm"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"playtesting, balance signals and spreadsheet measurement","quote":"when players are playing your game, make note of whether certain strategies seem to be used more often than others, and which ones seem to win.","flag":"author course post","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke, Games User Research","url":"https://api.pageplace.de/preview/DT0400.9780192513915_A35502530/preview-9780192513915_A35502530.pdf","kind":"book","isbn":"9780198794844","page":"ch. 2 pp. 17, 24–29; ch. 1 pp. 6–8","quote":"it contains a high-level analysis such as tracked key performance indicators (KPIs) and main qualitative trends or observations.","work":"anders-drachen-pejman-mirza-babaei-and-lennart-e"},{"label":"Celia Hodent, How We Introduced UX to Epic Games’ Production Pipeline (GDC16)","url":"https://celiahodent.com/how-we-introduced-ux-to-epic-games-production-pipeline-gdc16/","kind":"practitioner","page":"Prod31–40 process","quote":"When UX-lab enters JIRAs, we enter detailed info: description of what we observed in the test and/or description of a violated usability heuristic.","work":"celia-hodent-how-we-introduced-ux-to-epic-games"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Balance in Single-Player Games; Balance between Strategies; More Game Balance Techniques: statistics and spreadsheets","quote":"when players are playing your game, make note of whether certain strategies seem to be used more often than others, and which ones seem to win.","work":"ian-schreiber-game-design-concepts-level-16-game"}],"id":"observation-measure","look":{"parts":[{"shape":"plane","size":[1.2,0.75],"material":"screen","color":"#2f4050","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 240 150\"><rect x=\"26\" y=\"18\" width=\"166\" height=\"112\" rx=\"10\" fill=\"#e6e0cc\" stroke=\"#dca56a\" stroke-width=\"6\"/><path d=\"M44 48h96M44 72h123M44 96h78\" stroke=\"#6a7080\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M154 43l8 8 15-18M154 67l8 8 15-18\" fill=\"none\" stroke=\"#64a981\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><circle cx=\"166\" cy=\"104\" r=\"14\" fill=\"none\" stroke=\"#d86f61\" stroke-width=\"5\"/><path d=\"M166 94v12l8 5\" fill=\"none\" stroke=\"#d86f61\" stroke-width=\"4\" stroke-linecap=\"round\"/><path d=\"M41 18v-8M177 18v-8\" stroke=\"#dca56a\" stroke-width=\"6\"/><text x=\"120\" y=\"145\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"14\">DECISION / OUTCOME</text></svg>"}]}},{"term":"Iterate","aka":["change, test again"],"kind":"process","plain":"Iteration changes a rule, part or value in response to evidence, then retests the revised system against the target experience.","does":"Closes the designer loop and keeps learning in the design process.","ask":"What is the smallest change that tests the hypothesis?","children":["change-one-rule"],"sources":[{"label":"Tracy Fullerton, Playcentric Design (ACM interactions, 2008)","url":"https://www.tracyfullerton.com/s/interactions20080304-dl.pdf","kind":"practitioner","page":"Playcentric Design, pp. 42–47: do it again after integrating feedback","quote":"Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.","work":"tracy-fullerton-playcentric-design-acm"},{"label":"Celia Hodent, Developing UX Practices at Epic Games","url":"https://celiahodent.com/ux-practices-epic-games/","kind":"practitioner","page":"slides 31 and 44–45: early testing and faster iteration","quote":"It will help you find problems way sooner, so you’ll iterate faster and better, and your game will have more chances to delight your audience","flag":"author talk notes","work":"celia-hodent-developing-ux-practices-at-epic"},{"label":"Scott Rogers, IGDA Interview Series: Scott Rogers","url":"https://igda.org/news-archive/igda-interview-series-scott-rogers/","kind":"practitioner","page":"interview: iterative honing and liquid design","quote":"lots of iterating and honing of ideas and gameplay.","flag":"interview","work":"scott-rogers-igda-interview-series-scott-rogers"},{"label":"Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke, Games User Research","url":"https://api.pageplace.de/preview/DT0400.9780192513915_A35502530/preview-9780192513915_A35502530.pdf","kind":"book","isbn":"9780198794844","page":"ch. 1 pp. 1–8; ch. 2 pp. 24–29","quote":"the refinement can be the result of a long and elaborate iteration process that involves feedback about the quality of experience.","work":"anders-drachen-pejman-mirza-babaei-and-lennart-e"},{"label":"Celia Hodent, How We Introduced UX to Epic Games’ Production Pipeline (GDC16)","url":"https://celiahodent.com/how-we-introduced-ux-to-epic-games-production-pipeline-gdc16/","kind":"practitioner","page":"Prod36–41 process","quote":"It allowed us to go through the design – test – iterate – retest very fast so we could make quick wins.","work":"celia-hodent-how-we-introduced-ux-to-epic-games"},{"label":"Steve Swink, Game Feel: The Secret Ingredient","url":"https://www.gamedeveloper.com/design/game-feel-the-secret-ingredient","kind":"practitioner","page":"The Garden’s Ecosystem; Context; Polish; Conclusion: prototype, tweak, tune and test","quote":"tweak and tune? Does it feel like you’re building a meaningful skill?","work":"steve-swink-game-feel-the-secret-ingredient"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"More Game Balance Techniques; Homeplay: make a change and playtest again","quote":"M ake at least one change and playtest again","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"Eclipse Colony design case study: compare candidate designs and continue testing","quote":"even this could still change as the game gets tested more.","work":"tynan-sylvester-the-simulation-dream"}],"id":"iterate","look":{"parts":[{"shape":"plane","size":[1.2,0.8],"material":"gloss","color":"#273345","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 240 160\"><rect x=\"12\" y=\"16\" width=\"88\" height=\"110\" rx=\"8\" fill=\"#303040\" stroke=\"#de8266\" stroke-width=\"5\"/><path d=\"M27 45h58M27 66h47M27 87h58\" stroke=\"#e7b568\" stroke-width=\"6\"/><rect x=\"140\" y=\"16\" width=\"88\" height=\"110\" rx=\"8\" fill=\"#243c37\" stroke=\"#88d1b4\" stroke-width=\"5\"/><path d=\"M155 45h58M155 66h47M155 87h58\" stroke=\"#88d1b4\" stroke-width=\"6\"/><path d=\"M102 71h36M126 61l12 10-12 10\" fill=\"none\" stroke=\"#f5d27e\" stroke-width=\"6\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/><text x=\"120\" y=\"149\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ONE RULE</text></svg>"}]}},{"term":"One-change iteration","aka":["change one thing at a time"],"kind":"knob","plain":"Change one important rule or value before the next comparison so the result can be attributed.","does":"Preserves causal learning during tuning.","ask":"Which single change will teach us the most?","range":"one rule, one value or one interaction at a time","at":[0,0,0.14],"sources":[{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","quote":"Make one change at a time. We’ve said this before, but it bears repeating.","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Tracy Fullerton, Playcentric Design (ACM interactions, 2008)","url":"https://www.tracyfullerton.com/s/interactions20080304-dl.pdf","kind":"practitioner","page":"Playcentric Design, pp. 42–47: integrate feedback and test again","quote":"Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.","work":"tracy-fullerton-playcentric-design-acm"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"Make one change at a time; playtest again","quote":"Make one change at a time. We’ve said this before, but it bears repeating.","flag":"author course post","work":"ian-schreiber-game-design-concepts-level-16-game"},{"label":"Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics","url":"https://gamedesignconcepts.wordpress.com/2009/07/13/level-5-mechanics-and-dynamics/","kind":"practitioner","page":"Homeplay: change one rule; predict, play again and compare","quote":"add, remove, or change one rule in order to remove the effect of the positive feedback loop","work":"ian-schreiber-game-design-concepts-level-5"},{"label":"Ian Schreiber, Game Design Concepts, Level 16: Game Balance","url":"https://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/","kind":"practitioner","page":"More Game Balance Techniques; Homeplay: make one change and playtest again","quote":"Make one change at a time. We’ve said this before, but it bears repeating.","work":"ian-schreiber-game-design-concepts-level-16-game"}],"id":"change-one-rule","look":{"parts":[{"shape":"plane","size":[0.9,0.7],"material":"gloss","color":"#2b2834","svg":"<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 180 140\"><rect x=\"8\" y=\"8\" width=\"164\" height=\"124\" rx=\"14\" fill=\"#303040\" stroke=\"#e3a45e\" stroke-width=\"6\"/><path d=\"M28 38h48M28 59h68M28 80h43\" stroke=\"#d2785b\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M28 103h63M28 103l-7-7M28 103l-7 7\" stroke=\"#88d1b4\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M106 38h44M106 59h36M106 80h44\" stroke=\"#78d6a8\" stroke-width=\"7\" stroke-linecap=\"round\"/><path d=\"M108 103h31\" stroke=\"#f4c45d\" stroke-width=\"6\" stroke-linecap=\"round\"/><circle cx=\"130\" cy=\"103\" r=\"8\" fill=\"#f4c45d\"/><text x=\"90\" y=\"122\" text-anchor=\"middle\" fill=\"#fff\" font-family=\"sans-serif\" font-size=\"15\">ONE RULE</text></svg>"}]}},{"term":"Boosting engine","kind":"pattern","plain":"An internal investment increases the future flow of the same resource. The player trades action now for greater future capacity.","ask":"What internal investment increases the later flow?","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 236","quote":"A boosting engine is a system that adds resources to the game in a way that enables the player to choose between using them to act within the game in the moment or to invest them to gain a greater flow of resources in the future.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–69","quote":"If StarCraft players set aside a certain portion of their mineral income to build new SCVs, they get the same curve as money in a savings account.","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Source Type: Investment (Exponential)”","quote":"Positive feedback loops result in hard to balance economies.","work":"daniel-cook-value-chains-a-method-for-creating"}],"id":"pattern-boosting-engine","feel":{"shape":0.3,"energy":0.82,"weight":-0.5,"warmth":0.78,"grain":0.25,"motion":"rise","why":"A buoyant spiral carries investment upwards into future capacity."}},{"term":"Braking engine","kind":"pattern","plain":"A braking engine is a drain or other negative-feedback structure that limits a growing flow, possibly pushing it to a stopping threshold.","ask":"What drain regulates the other loop?","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 240","quote":"If the braking engine’s regulation of the player’s resources is too severe, such that it overcomes the main reinforcing loop in a boosting engine or an economic system, the player will soon have insufficient resources to act in the game.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 61–62, 66–70","quote":"Negative feedback creates equilibrium, while positive feed- back","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Inflation”; “money sinks”; “Trading”","quote":"Negative-sum elements are sometimes called “money sinks,” that is, some kind of mechanism that permanently removes money from the player economy.","work":"ian-schreiber-level-10-final-boss"}],"id":"pattern-braking-engine","feel":{"shape":0.86,"energy":0.24,"weight":0.78,"warmth":0.3,"grain":0.6,"motion":"settle","why":"A cool, heavy form presses down on runaway motion."}},{"term":"Ecology","kind":"pattern","plain":"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":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 248","quote":"Like 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.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 66–71","quote":"Negative feedback creates equilibrium, while positive feed- back","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Tynan Sylvester, The Simulation Dream","url":"https://tynansylvester.com/2013/06/the-simulation-dream/","kind":"practitioner","page":"opening ecology example; “Player Model Principle”; “Drowning in Complexity”","quote":"The simulation has to create situations that are worthy of being called stories.","work":"tynan-sylvester-the-simulation-dream"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Multiple resources”; “Trading”","quote":"you can also have multiple goods where the demand for one increases demand for the other","work":"ian-schreiber-level-10-final-boss"}],"id":"pattern-ecology","feel":{"shape":0.58,"energy":0.66,"weight":0.02,"warmth":0.68,"grain":0.8,"motion":"drift","why":"A textured cloud gives many interdependent parts room to move and push back."}},{"term":"Economy","kind":"pattern","plain":"An internal economy is a system in which resources are produced, exchanged and consumed. Its feedback can create growth, scarcity, equilibrium or other shapes; it is not inherently reinforcing.","does":"Turns resource flows into strategic choices about scarcity, investment, exchange and spending.","ask":"Which resources exchange or convert into value?","sources":[{"label":"Michael Sellers, Advanced Game Design: A Systems Approach","url":"https://books.google.com/books?id=gLg7DwAAQBAJ","kind":"book","isbn":"9780134667607","page":"ch. 7, p. 240","quote":"In the sense used here for game design, an economy is any system dominated by a reinforcing loop (or set of loops) where the increase in resources or value comes not from internal investment of a resource (as with boosting engines) but from exchanging one resource for another or converting one resource to another with a nonlinear gain in value.","copy":true,"work":"michael-sellers-advanced-game-design-a-systems"},{"label":"Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design","url":"https://ptgmedia.pearsoncmg.com/images/9780321820273/samplepages/0321820274.pdf","kind":"book","isbn":"9780132946681","page":"ch. 4, pp. 59–77","quote":"we introduced the essential elements of an internal economy: resources, entities, and some of the mechanics that manipulate them","work":"ernest-adams-and-joris-dormans-game-mechanics"},{"label":"Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies","url":"https://lostgarden.com/2021/12/12/value-chains/","kind":"practitioner","page":"“Internal Economy”; “Faucet-and-Drain” economy; “Balancing value chains”","quote":"Value chains are one way of structuring your game’s internal economy","work":"daniel-cook-value-chains-a-method-for-creating"},{"label":"Daniel Cook, Resource Economies","url":"https://www.daniel.games/resource-economies/","kind":"practitioner","page":"“The resource web”; “Combined actions”; “Paths to victory”","quote":"In Race for the Galaxy, there are some interesting paths through the web. However, it’s sometimes best to just produce goods, then sell them for points, then produce again etc. This loop is too small, and nothing really causes the player to want to leave the loop.","work":"daniel-cook-resource-economies"},{"label":"Ian Schreiber, Level 10: Final Boss","url":"https://gamebalanceconcepts.wordpress.com/2010/09/08/level-10-final-boss/","kind":"practitioner","page":"“Economic Systems”; “Inflation”; “Trading”","quote":"Some games use trading and bartering mechanics extensively within their economies.","work":"ian-schreiber-level-10-final-boss"}],"id":"pattern-economy","feel":{"shape":0.42,"energy":0.58,"weight":0.08,"warmth":0.86,"grain":0.52,"motion":"orbit","why":"Warm rounded tokens circulate through exchanges and conversions."}}],"assembly":[{"title":"List the parts","text":"Name tokens, rules, attributes and behaviours, then keep them in a parts register.","adds":["token","rule","part-attributes","part-behaviours","parts-register"],"makes":"parts-list"},{"title":"Keep real alternatives","text":"Set action availability, then compare alternatives across reachable states and goals so each has a reason to be chosen.","adds":["choice-availability","choice-dominance-check"],"makes":"choice-options"},{"title":"Price the sacrifice","text":"Set shared time and resource demands, the forgone alternative, and the gains and losses exposed to uncertainty.","adds":["choice-opportunity-cost","choice-risk-stakes"],"makes":"choice-tradeoffs"},{"title":"Expose enough evidence","text":"Choose what is explicit, clued or concealed; set prediction depth and previews without removing the intended reasoning challenge.","adds":["choice-visibility","choice-prediction-depth"],"makes":"choice-information"},{"title":"Pace the decisions","text":"Set deliberation time and annotate a play trace for fresh dilemmas, empty stretches and overload; do not count button presses as decisions.","adds":["choice-time-pressure","choice-decision-density"],"makes":"choice-timing"},{"title":"Make outcomes matter","text":"Check whether players attribute the visible result to their action, set its effect on future play, and replay varied situations to test the choice.","adds":["choice-result-readability","choice-future-state","choice-context-test"],"makes":"choice-consequences"},{"title":"Assemble a choice point","text":"Join viable options, competing benefits, decision information, pacing and consequential outcomes. In the reload example, compare present firepower with future ammunition under an uncertain threat.","adds":["choice-options","choice-tradeoffs","choice-information","choice-timing","choice-consequences"],"makes":"choice-point"},{"title":"Make the core loop","text":"Join goal, choice, action resolution, feedback and the changed state into the repeatable play cycle.","adds":["goal-state","choice-point","action-resolution-step","feedback-step","state-change"],"makes":"core-gameplay-loop"},{"title":"Add engines, economy and ecology","text":"Layer investment, brakes, resource exchanges and counter-pressure over the core loop.","adds":["boosting-engine-instance","braking-engine-instance","economy-instance","ecology-instance","reinforcing-loop","balancing-loop"],"makes":"system-dynamics"},{"title":"Shape progression","text":"Choose a curve, place gates and add capabilities at moments the player can 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