Card · ST-17
Reputation / Trust System
VI – Social Order
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
- Combat System (ST-11) – Tension: violence undermines reputation.
- Exploration System (ST-10) – Tension: travelling alone – no one is watching.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
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