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Card · ST-17

Reputation / Trust System

VI – Social Order

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Card

Reputation / Trust System

Ludic Organisational Structure · VI – Social Order relation · Tipping potential: medium

Reputation/Trust orders through institutionalized memory: the system observes and evaluates behaviour and turns the evaluation into a resource that opens or closes options – regulation through consequences rather than prohibitions.

Design question – How does past behaviour influence an agent’s future possibilities in your game?

Reference example – Red Dead Redemption 2: honour rises with good deeds and falls with bad ones – and changes prices, conversations and options. Dune: Imperium: influence with the factions opens alliances and rewards. Football: yellow cards are counted across the season; after a set number comes a suspension.

Ordering domain

Orders behaviour through institutionalized memory (reputation as a resource).

Emergent behaviour

A reputation economy, the leap of trust, strategic reputation manipulation and the self-fulfilling prophecy.

Core Mechanisms

  • Scoring (MEC-09) – Reputation points / trust value.
  • Monitoring (MEC-19) – Behaviour is observed and evaluated.
  • Feedback (MEC-30) – past behaviour influences future options.

Dynamic Mechanisms

  • Progression (MEC-15) – Access to new possibilities at high reputation.
  • Decay (MEC-04) – Reputation declines without active upkeep.
  • Communication (MEC-16) – Reputation is visible / is communicated.
  • Enforcement (MEC-23) – low reputation → sanctions.

Feedback architecture

  • positive – Reputation spiral: behaviour → reputation → trust → better options → incentive for good behaviour. (Feedback)
  • negative – Breach of trust: breach of trust → loss of reputation → exclusion → forced change of behaviour. (Enforcement)

Design parameters

  • Source – by Ludic Regulation (automatically measured) ↔ social (assigned by agents)
  • Visibility – public ↔ hidden (known only to the game)
  • Decay rate – none (permanent) ↔ fast (constant upkeep)
  • Thresholds – linear ↔ stepped (rights jump)
  • Manipulability – tamper-proof ↔ manipulable (fake reputation)

Risk profile

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

Compatible with

  • Alliance System (ST-12) – Compatible: reputation affects the ability to form alliances.
  • Market (ST-01) – Compatible: reputation as creditworthiness.
  • Democracy / Voting System (ST-06) – Compatible: reputation as electoral capital.

Tension with

Stack

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