Card · ST-16
Survival System
V – Developmental Order (semantically: survival pressure; context-dependent)
Survival System
Ludic Organisational Structure · V – Developmental Order (semantically: survival pressure; context-dependent) subsistence · Tipping potential: high
Survival orders through permanent pressure: without constant action the situation deteriorates. It forces prioritization and creates the basic tension between short-term survival and long-term progress. Context-dependent.
Design question – How does your game create permanent pressure that agents must actively counteract?
Reference example – The Long Dark: cold, hunger and thirst gnaw constantly – every decision asks what is most urgent now. Frostpunk: coal for warmth or food for the people? The city has to survive the winter. Robinson Crusoe: every round demands food and shelter while the weather gets worse.
Ordering domain
Orders through permanent decay that agents must actively counteract.
Emergent behaviour
the death spiral (weakening → less agency → faster decay), the stabilization moment and the prioritization dynamics under pressure.
Core Mechanisms
- Decay (MEC-04) – Resources/states deteriorate continuously.
- Production (MEC-01) – Agents must actively produce countermeasures.
- Schedule (MEC-14) – time-clocked pressure – hunger, thirst, cold in cycles.
Dynamic Mechanisms
- Accumulation (MEC-02) – Build up supplies as a buffer.
- Selection (MEC-07) – Prioritization – what is most urgent now?
- Construction (MEC-05) – Protective structures, tools, camps.
- Conversion (MEC-03) – Raw materials → food, materials → protection.
- Randomization (MEC-20) – unpredictable environmental events.
Feedback architecture
- positive – Death spiral: weakening → less agency → faster decay (destructive). (Decay)
- negative – Stabilization: good provisioning → stability → room to manoeuvre; diminishing returns dampen it. (Production)
Design parameters
- Decay speed – slow ↔ fast (constant pressure)
- Decay channels – one (hunger only) ↔ several in parallel
- Stabilizability – achievable ↔ impossible (permanent pressure)
- Unpredictability – plannable ↔ random crises
- Death-spiral strength – mild ↔ brutal (fast collapse)
Risk profile
- Runaway leader – high
- Kingmaking – low
- Stagnation – medium
- Complexity ceiling – medium
Compatible with
- Exploration System (ST-10) – Compatible: exploration provides survival resources.
- Crafting / Recipe System (ST-18) – Compatible: crafting tools and protection.
- Ecosystem (ST-15) – Compatible: the environment as threat and resource.
Tension with
- Technology / Research System (ST-14) – Tension: research vs. survival resources.
- Production Chain (ST-03) – Tension: long-term investment vs. immediate need.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-15 Ecosystem
- previous card
- ST-17 Reputation / Trust System
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