The Entity-Driven Game System (EDGS) is a foundational framework designed for the creation, analysis, and discussion of game mechanics across various types of games, including RPGs, board games, card games, and more. It is built upon strict and precise definitions that scaffold into a complex system, akin to formal logic proofs, supported by straightforward equations. The goal of EDGS is to provide a robust toolkit for designing game systems and generating coherent content within those systems, ensuring sound game principles. Each
Entity: Defined as a unique instance within the game universe that possesses distinguishable characteristics enabling identification and interaction.
Attribute, Change, State, Action, Reaction, Capability, Limitation, Environment, Rule, Interaction, Event, Outcome, Probability, Consequence, Objective, Challenge, Resource, Conflict, Resolution, Narrative, Mechanism, Character, Item, System, Process, Structure, Device, Element, Artifact, Organism, Network, Interface, Agent, Phenomenon, Component, Material, Module, Concept, Feature, Apparatus, Implement, Field, Platform, Framework, Realm, Zone, Pattern, Sequence, Configuration, Transition.
Attribute: Specifies a quantifiable or qualitative characteristic intrinsic to an Entity, contributing to its definition and differentiation from other Entities.
Strength, Intelligence, Agility, Stamina, Durability, Speed, Mana Capacity, Health Points, Energy Level, Accuracy, Defense, Attack Power, Magic Resistance, Crafting Skill, Stealth, Perception, Charisma, Wisdom, Luck, Temperature Resistance, Weight, Volume, Brightness, Hardness, Flexibility, Rarity, Value, Capacity, Range, Frequency, Bandwidth, Latency, Power Consumption, Efficiency, Effectiveness, Compatibility, Stability, Portability, Scalability, Customizability, Upgradeability, Complexity, Innovation, Tradition, Purity, Corruption, Loyalty, Hostility, Friendliness, Reputation.
State: Represents the current condition or set of conditions defining the Attributes and circumstances of an Entity at any discrete point in time.
Healthy, Injured, Exhausted, Energized, Enchanted, Cursed, Invisible, Visible, Invulnerable, Vulnerable, Poisoned, Healing, Charging, Discharging, Crafting, Forging, Casting, Blocking, Attacking, Defending, Searching, Finding, Losing, Winning, Negotiating, Trading, Upgrading, Degrading, Assembling, Disassembling, Encoded, Decoded, Locked, Unlocked, Activated, Deactivated, Collapsed, Erected, Growing, Withering, Moving, Stationary, Ascending, Descending, Expanding, Contracting, Accelerating, Decelerating, Empowered, Weakened.
Action: Constitutes a discrete operation initiated by an Entity aimed at modifying the State of itself, another Entity, or the overall game environment, adhering to predefined Rules and Mechanisms.
Attack, Defend, Cast Spell, Use Item, Harvest Resource, Craft Item, Trade, Explore, Move, Jump, Dodge, Block, Charge, Disarm, Equip, Unequip, Heal, Poison, Enchant, Disenchant, Stealth, Detect, Persuade, Intimidate, Repair, Sabotage, Research, Discover, Innovate, Teach, Learn, Upgrade, Downgrade, Assemble, Disassemble, Activate, Deactivate, Lock, Unlock, Encrypt, Decrypt, Scan, Map, Navigate, Communicate, Negotiate, Bribe, Hire, Fire, Recruit, Disband, Summon, Banish, Transform, Morph, Shape-shift.
Change: Denotes the differential in the State of an Entity resulting directly from the execution of an Action.
Increased Health, Decreased Health, Enhanced Strength, Reduced Strength, Improved Defense, Lowered Defense, Gained Resource, Depleted Resource, Item Crafted, Item Destroyed, Knowledge Acquired, Confusion Induced, Poison Applied, Poison Neutralized, Magic Enhanced, Magic Suppressed, Visibility Increased, Stealth Achieved, Reputation Improved, Reputation Damaged, Enemy Alerted, Enemy Distracted, Terrain Altered, Obstacle Created, Path Cleared, Structure Built, Structure Demolished, Artifact Activated, Artifact Deactivated, Trap Triggered, Trap Disarmed, Door Unlocked, Door Locked, Light Source Illuminated, Light Source Extinguished, Data Encrypted, Data Decrypted, Message Sent, Message Received, Ally Recruited, Foe Repelled, Spell Cast, Spell Counteracted, Item Enchanted, Curse Bestowed, Curse Lifted, Buff Applied, Debuff Applied, Energy Charged, Energy Drained.
Reaction: Refers to an automatic response generated by an Entity in response to a Change, occurring independently of direct Entity initiation.
Increases Alert, Strengthens Affinity, Escalates Opposition, Improves Trust, Becomes More Cautious, Seeks Reinforcements, Attempts to Communicate, Enters a Defensive Posture, Prioritizes Exploration, Initiates Repair Actions, Conserves Resources, Optimizes Its Route, Scans for Threats, Hides or Camouflages, Marks Territory, Sets Up a Trap, Searches for Allies, Broadcasts a Distress Signal, Encrypts Its Communications, Deciphers an Encoded Message, Gathers Scattered Resources, Fortifies Its Position, Dismantles Unnecessary Structures, Reevaluates Its Objectives, Adapts to Environmental Changes, Conserves Energy, Accelerates Resource Production, Deploys Surveillance, Recalls Distant Units, Redistributes Resources, Recalibrates Navigation Systems, Activates Emergency Protocols, Initiates a Lockdown, Releases Stored Energy, Recharges from a Power Source, Enters a Dormant State, Awakens from Dormancy, Reinforces Weakened Structures, Seeks Out Repair Materials, Consolidates Power, Disperses to Avoid Detection, Gathers Intelligence, Purges Corrupted Data, Secures Vulnerable Data, Initiates a Counter-Offensive, Retreats to a Safer Location, Camouflages Its Presence, Mimics Another Entity, Diversifies Its Capabilities, Specializes in a Skill.
Capability: Describes the intrinsic potential or set of potentials possessed by an Entity enabling the initiation of specific Actions within the game universe.
Enhancing Attributes, Modifying States, Initiating Actions, Undergoing Changes, Triggering Reactions, Altering Environments, Interacting with Other Entities, Adapting to Changes, Generating Resources, Consuming Resources, Storing Resources, Repairing Damage, Inflicting Damage, Changing Locations, Revealing Information, Concealing Information, Communicating with Entities, Observing Surroundings, Analyzing Data, Learning from Interactions, Evolving Over Time, Resisting Adverse Effects, Overcoming Obstacles, Navigating Complexities, Manipulating Objects, Creating Objects, Destroying Objects, Assembling Components, Disassembling Components, Transforming Properties, Transporting Entities, Encrypting Data, Decrypting Data, Emitting Signals, Receiving Signals, Processing Inputs, Producing Outputs, Regulating Internal States, Synchronizing with Systems, Desynchronizing from Systems, Expanding Capabilities, Reducing Capabilities, Controlling Mechanisms, Being Controlled by Mechanisms, Generating Power, Distributing Power, Harnessing Energy, Releasing Energy, Maintaining Equilibrium, Disrupting Equilibrium.
Limitation: Identifies constraints imposed on the Attributes, Actions, or Capabilities of an Entity, limiting its operational domain within the game universe.
Maximum Health Limit, Attribute Cap, Action Cooldown, Resource Consumption Rate, Movement Range, Carrying Capacity, Mana Usage Limit, Visibility Range, Learning Capability, Crafting Restrictions, Communication Range, Energy Efficiency, Durability Threshold, Temperature Tolerance, Magic Resistance Ceiling, Spell Variety Limit, Upgrade Limit, Dependency Requirement, Behavioral Constraint, Social Influence Limit, Technological Compatibility, Recovery Time, Operational Domain, Cognitive Limit, Existential Stability, Combat Engagement Range, Buff Duration Limit, Debuff Intensity Cap, Frequency of Use Restriction, Spell Range Limit, Emotional Capacity Limit, Political Influence Cap, Environmental Impact Threshold, Item Interaction Limit, Reaction Time Delay, Genetic Trait Expression Limit, Cultural Assimilation Boundary, Noise Level Restriction, Alignment Shift Restriction, Quest Participation Limit, Attack Sequence Complexity, Special Ability Frequency, Transport Speed Limit, Exploration Boundary, Encryption Complexity Limit, Age Restriction, Dimensional Access Restriction, Population Density Cap, Economic Transaction Limit, Magical Affinity Cap.
Environment: Encompasses all external conditions and influences not originating from Entities themselves but impacting the Actions and States of Entities within the game universe.
Tropical Rainforest, Arctic Tundra, Sandy Desert, Deep Ocean, High Mountains, Urban Metropolis, Ancient Ruins, Lush Jungle, Barren Wasteland, Volcanic Area, Thick Fog, Heavy Rainfall, Blinding Snowstorm, Drought Conditions, Flooding Rivers, Sweltering Heatwave, Freezing Blizzard, Dense Forest, Moonlit Night, Sunlit Plains, Starry Sky, Underground Caverns, Haunted Forest, Polluted Cityscape, War-Torn Battlefield, Enchanted Valley, Mystic Portal Zone, Radioactive Fallout Area, Electrical Storm, Sandstorm, High Winds, Low Gravity Zone, High Radiation Zone, Magnetic Field Anomaly, Time Distortion Field, Interdimensional Rift, Cosmic Storm, Bioluminescent Bay, Crystal Caves, Sulfuric Springs, Acidic Swamp, Oil Slick, Smog-filled Sky, Coral Reef, Kelp Forest, Asteroid Belt, Space Vacuum, Nebula Cloud, Galactic Core, Subterranean River.
Rule: Articulates a foundational principle or set of principles dictating the permissible operations and their outcomes within the game universe, guiding the execution of Actions and resolution of Changes.
Turn Order Determination, Action Point Allocation, Movement Grid Usage, Resource Harvesting Limits, Combat Hit Probability, Damage Calculation, Spell Casting Protocols, Stealth Detection Mechanics, Trading Regulations, Building Codes, Experience Gain Formulas, Weather Effect Rules, Terrain Navigation Restrictions, Encounter Rate Settings, Crafting Requirements, Item Usage Constraints, Magic Interaction Laws, Economic Exchange Rates, Diplomacy Engagement Criteria, Technology Access Restrictions, Health Recovery Standards, Mana Regeneration Rates, Stealth Operation Conditions, Buff Application Rules, Debuff Resistance Standards, Victory Conditions, Loss Conditions, Moral Alignment Impacts, Political Influence Dynamics, Environmental Damage Effects, Artifact Activation Procedures, Time Travel Regulations, Dimensional Shift Constraints, Gravity Effects, Energy Conservation Laws, Summoning Rituals, Death and Respawn Rules, Memory Alteration Guidelines, Invisibility Rules, Transport Protocols, Ageing Processes, Genetic Mutation Conditions, Cultural Evolution Patterns, Psychological Stress Responses, Legal System Interactions, Historical Recordkeeping Standards, Cosmic Alignment Effects, Planetary Alignment Influences, Space-Time Continuum Rules, Multiverse Travel Permissions.
Interaction: Involves a process where multiple Entities exert mutual influence on each other’s States through Actions, governed by the Rules and Mechanisms of the game universe.
Trading Goods, Forming Alliances, Engaging in Combat, Negotiating Treaties, Sharing Resources, Casting Cooperative Spells, Conducting Rituals, Exchanging Information, Merging Entities, Competing in Challenges, Blocking Attacks, Assisting in Tasks, Stealing Items, Sabotaging Equipment, Healing Allies, Infecting Enemies, Summoning Creatures, Evoking Weather Changes, Enchanting Items, Disenchanting Magic, Establishing Communication Links, Creating Artifacts, Destroying Structures, Repairing Damage, Influencing Political Decisions, Launching Expeditions, Setting Traps, Avoiding Obstacles, Performing Team Attacks, Sharing Knowledge, Debating Strategies, Celebrating Events, Mourning Losses, Splitting Resources, Formulating Plans, Decrypting Codes, Encrypting Messages, Conducting Trade, Executing Covert Operations, Patrolling Territories, Observing Movements, Conducting Scientific Experiments, Participating in Races, Collaborating on Projects, Competing in Tournaments, Evading Capture, Rescuing Hostages, Collaborating in Research, Conducting Diplomatic Engagements, Performing Group Rituals.
Event: Highlights a significant occurrence within the game universe marked by Changes in the States of one or more Entities, potentially triggered by Actions or environmental factors.
Eclipse, Earthquake, Volcanic Eruption, Tsunami, Meteor Strike, Revolution, Festival, Tournament, Coronation, Assassination, Discovery of a Lost City, Invasion, Plague Outbreak, Market Crash, Technological Breakthrough, Magical Awakening, Dimensional Breach, Celestial Alignment, Prophecy Fulfillment, Artifact Activation, Portal Opening, Time Anomaly, Alien Arrival, Zombie Apocalypse, Royal Wedding, Treaty Signing, Historic Battle, Peace Accord, Economic Boom, Environmental Catastrophe, Spiritual Revelation, Pandemic, Cultural Renaissance, Scientific Discovery, Star Collapse, Interdimensional War, Divine Intervention, Curse Unleashing, Hero's Birth, Monster Awakening, Legendary Confrontation, Resource Depletion, Treasure Discovery, Cataclysmic Storm, Political Coup, Festival of Lights, Solar Flare, Comet Appearance, Haunting, Ancient Ritual.
Outcome: The resultant State or set of States of one or more Entities following the execution of an Action or an Interaction, determined by the applicable Rules and Mechanisms.
Victory Achieved, Defeat Suffered, Alliance Formed, Enemy Repelled, Treaty Broken, Resource Acquired, Territory Expanded, Structure Built, Artifact Recovered, Spell Learned, Curse Lifted, Health Restored, Mana Depleted, Stealth Detected, Trap Triggered, Weapon Forged, Armor Damaged, Prisoner Captured, Hostage Freed, Knowledge Gained, Secret Revealed, Technology Developed, Magic Enhanced, Disease Cured, Poison Administered, Buff Applied, Debuff Inflicted, Reputation Improved, Influence Lost, Population Increased, Morale Boosted, Energy Exhausted, Market Dominated, Law Enforced, Crime Committed, Puzzle Solved, Path Discovered, Obstacle Overcome, Quest Completed, Mission Failed, Peace Negotiated, War Declared, Mutation Occurred, Transformation Completed, Survival Secured, Collapse Initiated, Celebration Initiated, Dispute Resolved, Disaster Survived, Corruption Spread.
Probability: Quantifies the likelihood of a specific Event or Outcome materializing as a consequence of an Action or Interaction, expressed in terms of statistical likelihood.
Chance of a Critical Hit, Likelihood of Spell Success, Probability of Stealth Detection, Odds of Resource Discovery, Chance of Evading an Attack, Likelihood of Successful Negotiation, Probability of Trap Activation, Odds of Finding Hidden Items, Chance of Weather Change, Likelihood of Artifact Functioning, Probability of Enemy Ambush, Odds of Successful Healing, Chance of Crafting High-Quality Gear, Likelihood of Breaking a Curse, Probability of Diplomatic Success, Odds of Successful Bribery, Chance of Magical Backfire, Likelihood of Predicting Enemy Moves, Probability of Successful Harvest, Odds of Avoiding a Natural Disaster, Chance of Successfully Summoning a Creature, Likelihood of Portal Stability, Probability of Time Travel Anomalies, Odds of Achieving a Stealth Kill, Chance of Disarming an Enemy, Likelihood of Poison Taking Effect, Probability of Successful Espionage, Odds of Surviving a Deadly Encounter, Chance of Rallying Allies, Likelihood of Breaking a Siege, Probability of Preventing a Plague, Odds of Discovering a Secret Passage, Chance of Deciphering an Ancient Language, Likelihood of Avoiding a Curse, Probability of Intercepting a Message, Odds of Winning a Race, Chance of Successful Trade, Likelihood of Cultural Assimilation, Probability of a Revolution Occurring, Odds of a Market Boom, Chance of a Leader Being Assassinated, Likelihood of a Treaty Being Honored, Probability of a Monster Spawning, Odds of a Shipwreck During a Voyage, Chance of a Successful Rebellion, Likelihood of a Miracle Occurrence, Probability of Escaping a Maze, Odds of a Prophecy Being Fulfilled, Chance of a Successful Exorcism, Likelihood of a Technology Malfunction.
Consequence: A specialized form of Change directly ensuing from an Action or Event, characterized by its direct causality.
Increased Hostility, Decreased Health, Enhanced Magic Abilities, Diminished Resources, Strengthened Defenses, Weakened Attack Power, Elevated Reputation, Lowered Trust, Expanded Territory, Lost Knowledge, Gained Allies, Forfeited Rights, Accelerated Aging, Slowed Time Perception, Improved Weapon Efficiency, Degraded Armor Quality, Increased Market Influence, Decreased Economic Stability, Secured Borders, Breached Security Systems, Cured Disease, Spread Infection, Activated Ancient Curse, Neutralized Threat, Completed Quest, Failed Mission, Triggered Alarm, Extinguished Fire, Caused Explosion, Opened Portal, Closed Dimensional Rift, Exposed Secret, Protected Secret, Ignited War, Negotiated Peace, Overthrown Government, Established Colony, Disrupted Communication, Restored Artwork, Destroyed Monument, Solved Mystery, Unresolved Conflict, Created Alliance, Dissolved Partnership, Enhanced Sensory Perception, Blinded Vision, Stolen Artifact, Recovered Stolen Goods, Extended Lifespan, Shortened Lifespan.
Objective: Defines a target end State an Entity endeavors to attain through the execution of Actions, guided by its Capabilities and limited by its Limitations.
Capture the Flag, Defend the Castle, Rescue the Hostage, Defeat the Dragon, Discover the Lost City, Solve the Ancient Puzzle, Win the Grand Tournament, Achieve Peace between Factions, Steal the Royal Jewel, Survive the Zombie Apocalypse, Build a Space Colony, Overthrow the Tyrant, Escape the Labyrinth, Protect the Sacred Grove, Uncover the Conspiracy, Prevent the War, Cure the Plague, Assassinate the Dictator, Establish a Trade Route, Colonize a New Planet, Master the Art of Magic, Develop a Cure for a Disease, Find the Treasure of the Ancients, Restore the Corrupted Land, Ascend to the Throne, Forge the Legendary Sword, Break the Curse, Reunite the Lost Lovers, Banish the Evil Spirit, Invent a Time Machine, Decode the Ancient Script, Win the Race, Organize a Rebellion, Save the Dying Species, Gather the Heroes, Slay the Monster, Conduct the Peace Talks, Stop the Meteor from Striking, Learn the Secrets of the Old Gods, Maintain Balance in the Kingdom, Navigate the Political Landscape, Reach the Summit of the Mountain, Stop the Flood, Avert the Financial Crisis, Collect the Scattered Artifacts, Prevent the Natural Disaster, Settle the New Frontier, Achieve Spiritual Enlightenment, Locate the Hidden Portal, Create the Ultimate Weapon.
Challenge: Constitutes a situation or set of conditions wherein the State of an Entity is such that realizing a desired Outcome necessitates overcoming predefined or dynamic Conditions or Limitations.
Crossing the Desert, Scaling the Mountain, Navigating the Maze, Defending the Fortress, Winning the Duel, Surviving the Wilderness, Completing the Quest, Solving the Riddle, Defeating the Boss, Breaking the Siege, Passing the Trial, Rescuing the Prisoner, Stealing from the Vault, Conquering the Kingdom, Escaping the Prison, Winning the War, Discovering the Cure, Protecting the Caravan, Avenging an Injustice, Uniting the Clans, Disarming the Bomb, Closing the Portal, Outsmarting the Rival, Surviving the Battle, Infiltrating the Enemy Base, Restoring the Artifact, Defusing the Conflict, Mastering the Spell, Deciphering the Code, Hunting the Beast, Forging the Alliance, Ending the Curse, Claiming the Throne, Repairing the Ship, Taming the Wild Beast, Constructing the Monument, Exorcising the Haunted House, Building the Bridge, Sailing the Stormy Seas, Negotiating the Peace, Breaching the Fortress, Organizing the Resistance, Establishing the Settlement, Achieving the High Score, Locating the Ancient Tome, Harnessing the Energy, Quelling the Rebellion, Leading the Expedition, Balancing the Ecosystem, Surviving the Apocalypse.
Resource: Any Entity or Attribute that can be utilized by another Entity in Actions designed to achieve specified Objectives, subject to the availability and constraints defined within the game universe.
Water, Wood, Stone, Gold, Iron, Coal, Mana Crystals, Diamonds, Herbs, Spices, Oil, Grain, Leather, Silk, Cotton, Potions, Scrolls, Magic Wands, Energy Cells, Plasma, Data Chips, Ancient Relics, Livestock, Fish, Fruits, Vegetables, Nuts, Medicinal Plants, Building Materials, Explosives, Rare Earth Elements, Precious Metals, Gems, Solar Power, Wind Energy, Hydro Power, Nuclear Material, Antimatter, Alchemical Ingredients, Cybernetic Implants, Genetic Samples, Artifacts, Knowledge, Information, Manpower, Workforce, Armies, Fleets, Spacecraft, Robots.
Conflict: Emerges when the Actions or Objectives of one or more Entities are in opposition, leading to a direct or indirect modification of each other’s States.
Territorial Dispute, Ideological War, Resource Scarcity, Religious Conflict, Political Uprising, Trade War, Technological Espionage, Cultural Clash, Legal Battle, Economic Sanctions, Strategic Sabotage, Diplomatic Standoff, Military Invasion, Corporate Takeover, Sports Rivalry, Survival Competition, Quest for Power, Race for Resources, Battle for Dominance, Struggle for Independence, Fight for Justice, Contest for Throne, Disagreement over Treaties, Dispute over Land Rights, Competition for Influence, Conflict of Interests, Skirmish for Control, Feud over Heirloom, Vendetta between Families, Siege on Castle, Rebellion against Tyranny, Duel for Honor, Witch Hunt, Crusade against Evil, Insurrection for Liberty, Argument over Succession, Standoff at Border, Dispute over Scientific Discoveries, Conflict over Magical Control, Power Struggle within Guilds, Race to Solve a Puzzle, Disagreement on Strategy, Fight over Sacred Artifacts, War of Words, Clash over Philosophies, Battle of Wills, Struggle for Survival, Confrontation over Past Grievances, Tug of War for Authority.
Resolution: The process through which a Conflict is conclusively addressed, resulting in a new State or set of States for the involved Entities, governed by the Rules and Mechanisms of the game universe.
Peace Treaty Signing, Ceasefire Agreement, Arbitration Decision, Diplomatic Negotiation, Victory in Battle, Surrender of Forces, Mediation Outcome, Trade Compromise, Legal Settlement, Mutual Concession, Alliance Formation, Treaty Ratification, Truce Declaration, Conflict De-escalation, Power Sharing Agreement, Dispute Resolution Meeting, Hostage Exchange, War Reparations Agreement, Border Redefinition, Coalition Building, Amicable Separation, Unconditional Surrender, Restoration of Rights, Revocation of Claims, Prisoner Release, Economic Aid Package, Cultural Exchange Program, Environmental Restoration, Rehabilitation of Relations, Adoption of Neutral Policies, Judicial Ruling, Legislative Action, Public Apology, Reinstatement of Status, Reconciliation Ceremony, Implementation of Sanctions, Withdrawal of Troops, Disarmament Agreement, Neutral Zone Establishment, Conflict Transformation Workshop, Division of Resources, Territorial Exchange, Establishment of Protectorate, Non-Aggression Pact, Regime Change, Installation of Peacekeepers, Adoption of New Constitution, Restoration of Sovereignty, Conflict Prevention Initiative, Peacebuilding Activities.
Narrative: A structured sequence of Events and their respective Outcomes, sculpted by the Actions of Entities, that collectively convey a cohesive storyline within the game universe.
Hero's Journey, Quest for the Holy Grail, Rebellion Against the Empire, Rise of a New Leader, Discovery of Lost Civilization, Battle Against the Dark Lord, Exploration of Unknown Lands, Survival in a Post-Apocalyptic World, Revolution in a Dystopian Society, Love Story Amidst War, Unraveling of a Conspiracy, Rescue Mission in Hostile Territory, Clash of Ancient Tribes, Heist of a Legendary Artifact, Trial of a Hero's Valor, Restoration of a Fallen Kingdom, Search for a Miraculous Cure, Corruption in the Royal Court, Ascent of a Technology Tycoon, Migration of a Displaced People, Redemption of a Fallen Hero, Invasion of Alien Forces, Formation of a Resistance Movement, Betrayal in the Inner Circle, Secret of Immortality, Coming of Age Ritual, Coup Against a Corrupt Government, Hunt for a Mythical Beast, Escape from a Maximum Security Prison, Adventure to Retrieve Stolen Relics, Epic Stand at the Last Bastion, Tale of Revenge and Justice, Journey Through Parallel Universes, Unlikely Alliance to Save the Realm, Rise and Fall of a Powerful Mage, Founding of a New Republic, Saga of a Family Dynasty, War Between Magical Realms, Struggle for the Throne, Reclaiming Heritage and Land, Awakening of Ancient Powers, Plot to Overthrow a Dictator, Survival of a Massive Natural Disaster, Rivalry Between Star Systems, Exploration of a Haunted Mansion, Struggle to Restore Peace, Discovery of Time Travel, Restoration of Harmony in Nature, Fight Against a Pandemic.
Mechanism: A defined set of Rules and operational guidelines that govern the execution of Actions and the determination of Outcomes within the game universe, ensuring consistency and fairness in gameplay.
Turn-based Combat System, Resource Allocation Mechanism, Dynamic Weather System, Skill Progression Tree, Magic Casting Protocol, Auction and Bidding Framework, Diplomatic Negotiation Process, Quest Generation Engine, Character Leveling Guidelines, Real-time Strategy Control, Crafting Recipe System, Encounter Rate Algorithm, Trading Economy Model, Stealth Detection Mechanism, Environmental Impact Assessment, Multiplayer Matchmaking Rules, Moral Decision Tree, Puzzle Solving Logic, Item Enchantment Rules, Disease Spread Simulator, Faction Reputation System, Random Event Generator, Loot Drop Calculation, Dialogue Choice Consequence, Energy Management Protocol, AI Behavior Scripting, Terrain Navigation System, Space Exploration Mechanics, Political Influence Meter, Market Fluctuation Formula, Crime and Punishment Code, Combat Initiative Order, Spell Interaction Matrix, Transportation Network Design, Health Recovery Schedule, Experience Distribution Law, Buff and Debuff System, NPC Interaction Script, Resource Regeneration Cycle, Weapon Upgrade Blueprint, Armor Damage Algorithm, Elemental Interaction Chart, Time Manipulation Device, Dimensional Travel Regulations, Survival Needs Tracker, Achievement Unlock Criteria, Endgame Scoring System, Historical Event Timeline, Stealth and Alertness Grid, Co-op Gameplay Synchronization.
Character: An Entity endowed with a specific set of Attributes and Capabilities, engaged in Actions aimed at achieving Objectives, and acting within the constraints of its Limitations.
Warrior, Mage, Detective, Scientist, Pilot, Hacker, Executive, Athlete, Chef, Doctor, Engineer, Pirate, Knight, Assassin, Thief, Police Officer, Firefighter, Teacher, Politician, Entrepreneur, Summoner, Wizard, Gladiator, Merchant, Spy, Farmer, Miner, Blacksmith, Priest, Berserker, Diplomat, Soldier, Cleric, Zombie, Vampire, Superhero, Villain, Robot, Alien, Archer, Ranger, Healer, Necromancer, Bard, Beastmaster, Activist, Lawyer, Journalist, Paramedic, Programmer.
Item: An Entity designed to be utilized in Actions by Characters, typically to influence States or facilitate the achievement of Objectives, characterized by specific Attributes and governed by Rules.
Sword, Shield, Bow, Arrow, Potion, Spellbook, Armor, Helmet, Boots, Ring, Amulet, Wand, Staff, Cloak, Map, Compass, Key, Torch, Scroll, Dagger, Rifle, Bomb, Grenade, Flashlight, Rope, Hook, Lockpick, Binoculars, Backpack, Medkit, Toolbox, Crystal, USB Drive, Smartwatch, Drone, Camera, Laptop, Jetpack, Spacesuit, Energy Cell, Data Pad, Notebook, Cartridge, Guitar, Saxophone, Microscope, Telescope, Briefcase, Suitcase.
System: The comprehensive aggregate of Rules, Mechanisms, and structural frameworks that dictate the interactions, Actions, and Outcomes within the game universe, ensuring the integrity and coherence of the game environment.
Combat, Magic, Economic, Crafting, Quest, Leveling, Dialogue, Trading, Weather, Health, Resource Management, Stealth, Exploration, Diplomacy, Reputation, Transportation, Event Management, Skill Tree, Equipment Upgrade, Faction, Government, Currency, Education, Disease, Environmental, Puzzle Solving, Legal, Defense, AI Behavior, Agricultural, Space Travel, Dimensional Portal, Time Manipulation, Survival Needs, Multiplayer Coordination, Random Encounter, Loot Distribution, Buff and Debuff, Story Progression, Challenge, Achievement, Navigation, Weather Impact, Energy Management, Inventory, Character Customization, Market Fluctuation, Battle Formation, Magic Spell Interaction, NPC Interaction.
Utilizing the foundational definitions provided, we can construct various systems within a game's design framework, treating each as a function with inputs, processes, and outputs. These systems work together to create an engaging, dynamic game environment. Below are ten example systems conceptualized strictly using the provided definitions as building blocks.
To create and verify game systems and entities within the Entity-Driven Game System (EDGS), adhere to a highly rigorous methodological approach. Every game element, whether a basic entity or a complex interaction, must be constructed exclusively from the existing primitives defined within the game's universe or be logically derived from more fundamental, previously established definitions. This process must maintain strict adherence to logical structures akin to formal proofs in logic.
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Utilize Existing Definitions: Always begin by considering the primitives and entities already defined within the EDGS framework. Use these as the foundation for any new entities or systems.
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Logical Construction of New Concepts: When introducing a new term or concept, ensure it is either directly derived from these existing entities or meticulously constructed using a combination of primitives. This step is crucial to ensure that all game elements are thoroughly interconnected and logically justified.
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Ensure Thoroughness and Precision: The construction of new game mechanics must emphasize precision and thoroughness. Each step in the logical derivation or construction of a concept must be clearly justified and documented, ensuring that the entire game system maintains integrity and coherence.
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Proofs Must Adhere to Rigorous Standards: Like formal proofs in logic, each game design proof must strictly follow the established methodology, demonstrating that all parts of the game are justified within the strict logical framework of EDGS.
This method is essential not only for maintaining the logical consistency of the game design but also for ensuring that the gameplay mechanics are coherent, engaging, and fair for players.
- A - Attack: Engage an enemy in combat, using melee or ranged weaponry.
- B - Build: Create a structure or fortification, set up camp, or construct equipment.
- C - Cast: Use a magical ability, skill, or spell.
- D - Defend: Assume a defensive stance, brace for impact, or fortify a position.
- E - Explore: Move into new or undiscovered territory to gain intelligence.
- F - Flee: Retreat or withdraw from combat.
- G - Guard: Protect an important asset, NPC, or area from potential threats.
- H - Heal: Restore health, remove afflictions, or provide first aid.
- I - Inspect: Gather information or examine surroundings and nearby entities.
- J - Jump: Leap across obstacles, gaps, or reach elevated positions.
- K - Knockdown: Push, trip, or incapacitate an opponent.
- L - Loot: Collect items, resources, or treasure from the battlefield or nearby areas.
- M - Move: Relocate to a different position on the board, map, or terrain.
- N - Negotiate: Attempt to persuade, barter, or broker a deal with NPCs or opponents.
- O - Occupy: Take control of a strategic area or structure.
- P - Patrol: Repeatedly scout a particular area for threats or intruders.
- Q - Quest: Accept or pursue a particular objective, mission, or task.
- R - Rest: Recuperate health, stamina, or resources by staying idle.
- S - Search: Conduct a systematic investigation of an area or structure.
- T - Trap: Set up an ambush, booby trap, or decoy for an enemy.
- U - Upgrade: Improve a character's equipment, stats, or skills.
- V - Vanish: Disappear temporarily or become hidden using stealth tactics.
- W - Wait: Hold position, delaying action until a more opportune time.
- X - Exchange: Trade or swap items between characters or allies.
- Y - Yield: Surrender or submit to an opponent's demand.
- Z - Zap: Use a quick energy-based attack, like a magic missile or a gadget.