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Card · ST-15

Ecosystem

V – Developmental Order

Status
Card

Ecosystem

Ludic Organisational Structure · V – Developmental Order subsistence · Tipping potential: high

Ecosystem orders through dynamic equilibria: populations grow, compete for resources, die and regenerate. It models the interplay of production and consumption – life and death.

Design question – How does your game self-regulate through the interplay of production and consumption?

Reference example – Photosynthesis: trees grow, cast shadows on others, die and make room for new seeds. Viva Piñata: the plants in the garden decide which animals arrive – and who eats whom.

Ordering domain

Orders the dynamic equilibrium of production, consumption, death and regeneration.

Emergent behaviour

Lotka-Volterra cycles (predator-prey oscillations), cascade effects, carrying capacity as an emergent system limit and paradoxical stability through constant change.

Core Mechanisms

  • Production (MEC-01) – Resource production – food, energy.
  • Decay (MEC-04) – natural decay, death, resource depletion.
  • Feedback (MEC-30) – Population density ↔ resource availability.

Dynamic Mechanisms

Feedback architecture

  • delayed – Predator-prey: more prey → more predators → less prey → fewer predators → prey recovers (Lotka-Volterra). (Feedback)
  • negative – Carrying capacity: overuse → scarcity dampens population growth. (Decay)

Design parameters

  • Diversity – 2 species (minimum) ↔ many species (complex web)
  • Regeneration rate – slow ↔ fast
  • Intervention – observing ↔ steering
  • Tipping risk – none ↔ irreversible collapse possible
  • Spatiality – global (one pool) ↔ local (distributed habitats)

Risk profile

  • Runaway leader – low
  • Kingmaking – low
  • Stagnation – high
  • Complexity ceiling – high

Compatible with

Tension with

  • Production Chain (ST-03) – Tension: exploitation vs. sustainability.
  • Market (ST-01) – Tension: economization of natural resources.
Stack

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Organisational Structure
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Ludic Organisational Structure
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