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Card · ST-13

Evolution / Adaptation

V – Developmental Order

Status
Card

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  • Decay (MEC-04) – outdated adaptations become useless.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

Tension with

  • Hierarchy (ST-05) – Tension: rigid rank order vs. dynamic change.
Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
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