Card · ST-15
Ecosystem
V – Developmental Order
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
- Accumulation (MEC-02) – Population growth.
- Matching (MEC-31) – Niche occupation – who fits where?
- Proximity (MEC-13) – spatial distribution of populations.
- Capture / Elimination (MEC-24) – Predator-prey dynamics.
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
- Evolution / Adaptation (ST-13) – Compatible: evolution within the ecosystem.
- Commons (ST-04) – Compatible: a shared resource base.
- Territory (ST-08) – Compatible: habitats.
Tension with
- Production Chain (ST-03) – Tension: exploitation vs. sustainability.
- Market (ST-01) – Tension: economization of natural resources.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-14 Technology / Research System
- previous card
- ST-16 Survival System
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