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Card · MEC-04

Decay

I – Resource & Value Creation

Status
Stack Mechanisms
Card

Decay

Mechanism · I – Resource & Value Creation delayed / aggregated · irreversible / conditional · open · solo

Decay makes things lose value, condition or stock over time or use – decline, wear and urgency as a designed element.

Design question – How do things in your game lose value over time – and how do you use decay as urgency?

Reference example – Tamagotchi: hunger and mood drop if nobody takes care. Zelda: Breath of the Wild: weapons wear out and break. Blitz chess: the time on the clock dwindles with every move. Robinson Crusoe (Survival) · Quacks Of Quedlinburg (Push Your Luck) · Brass Birmingham (Income/Upkeep)

Structural pattern

Input -> transformation -> output: an existing value (full supply) becomes a reduced value (dwindling, crisis) through the passage of time or use (consumption per round).

Regulated in permitting mode (halting or slowing the decay, where the game provides for it), constraining mode (halting only at a cost or not at all) and conditioning mode (per round, action or event, whatever decays diminishes: resources, abilities, options; at 0 elimination, penalty or transformation). In a game, the decay rate and the thresholds become specifications.

Design parameters

  • Decay rate – slow/creeping ↔ fast/dramatic
  • Predictability – deterministic ↔ random
  • Countermeasures – none ↔ haltable/reversible
  • Visibility – visible (countdown) ↔ hidden (sudden collapse)
  • Affected layer – resources ↔ abilities/options/Entities
  • Dramaturgy – urgency ↔ tragedy/challenge
  • Accumulation (MEC-02) – Counterplay: build-up vs. decay.
  • Production (MEC-01) – Frequently combined: resupply against decay.
  • Schedule (MEC-14) – Frequently combined: rhythm of decay.
  • Investment (MEC-21) – Frequently combined: risk decay for gain.

Ludic Organisational Structures

Ecosystem · Survival System (core) · Evolution / Adaptation · Commons · Reputation / Trust System (dynamic)

Stack

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Mechanisms
Which patterns of regulation drive your game? (35 cards)
Ludic Mechanism
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