Card · ST-13
Evolution / Adaptation
V – Developmental Order
Evolution / Adaptation
Ludic Organisational Structure · V – Developmental Order subsistence · Tipping potential: medium
Evolution/Adaptation orders through variation, selection and reinforcement of successful patterns: change becomes a system principle – not as linear progress but as an open-ended adaptation process.
Design question – How does your game change through selection and adaptation?
Reference example – Evolution: species gain traits such as a hard shell or a long neck to avoid being eaten – and predators adapt in turn. Spore: a creature develops from a single cell to a civilisation, depending on how it eats and fights. Hearthstone: successful decks spread until counter-decks push them back.
Ordering domain
Orders change through variation, selection and reinforcement of successful patterns.
Emergent behaviour
Adaptation and counter-adaptation (arms race), diversity as an emergent system property, niche specialization and extinction risk under sudden environmental change.
Core Mechanisms
- Progression (MEC-15) – Change over time / generations.
- Selection (MEC-07) – Selection: what survives, what dies?
- Matching (MEC-31) – Fitness: fit between trait and environment.
Dynamic Mechanisms
- Randomization (MEC-20) – Mutation, variation.
- Experimentation (MEC-29) – Trying out new adaptations.
- Scoring (MEC-09) – Fitness scoring.
- Decay (MEC-04) – outdated adaptations become useless.
Feedback architecture
- positive – Reproduction: good adaptation → survival → reproduction → spread. (Progression)
- negative – Environmental change: environmental shift → previous adaptation worthless → new selection pressure. (Decay)
Design parameters
- Variation source – random (mutation) ↔ directed (targeted adaptation)
- Selection pressure – mild ↔ harsh (high extinction rate)
- Generation speed – slow ↔ fast
- Environment stability – stable ↔ dynamic
- Inheritance – exact (clone) ↔ recombination
Risk profile
- Runaway leader – medium
- Kingmaking – low
- Stagnation – high
- Complexity ceiling – medium
Compatible with
- Ecosystem (ST-15) – Compatible: evolution within an ecosystem.
- Technology / Research System (ST-14) – Compatible: cultural evolution.
- Faction System (ST-07) – Compatible: factions specialize.
Tension with
- Hierarchy (ST-05) – Tension: rigid rank order vs. dynamic change.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-12 Alliance System
- previous card
- ST-14 Technology / Research System
- next card