Card · ST-18
Crafting / Recipe System
VI – Social Order (semantically: composition/development; context-dependent)
Crafting / Recipe System
Ludic Organisational Structure · VI – Social Order (semantically: composition/development; context-dependent) production · Tipping potential: medium
Crafting/Recipe orders through composition: combination possibilities and their results define a design space that agents open up through knowledge, experimentation and resource gathering. Context-dependent.
Design question – How do agents in your game combine materials by recipe to create new items?
Reference example – Minecraft: how the ingredients are arranged on the crafting table decides what is made. Zelda: Breath of the Wild: combining ingredients discovers dishes that warm, speed up or heal. Potion Explosion: every potion requires a specific mix of ingredient marbles.
Ordering domain
Orders the composition of materials into new items through a recipe design space.
Emergent behaviour
The tool chain (better tools enable better tools), bottlenecks in rare materials, wear that sets the chain back, and recipe knowledge as a lead.
Core Mechanisms
- Conversion (MEC-03) – Input materials → output item.
- Matching (MEC-31) – Recipe: which combination yields what?
- Selection (MEC-07) – which recipe to pursue?
Dynamic Mechanisms
- Experimentation (MEC-29) – discover new recipes by trial.
- Revelation (MEC-18) – recipes are unlocked / found.
- Accumulation (MEC-02) – Material gathering.
- Progression (MEC-15) – higher crafting tiers → more complex recipes.
- Production (MEC-01) – crafting as specialized Production.
Feedback architecture
- positive – Tool chain: tools → more efficient gathering → more material → better tools. (Progression)
- negative – Wear: resource scarcity and decay (tools break) dampen it. (Decay)
Design parameters
- Recipe visibility – all known (checklist) ↔ hidden (through experiment)
- Combination freedom – fixed recipes ↔ freely combinable (emergent)
- Material variety – few types ↔ dozens of materials
- Crafting determinism – deterministic ↔ stochastic (quality varies)
- Tool durability – permanent ↔ limited wear
Risk profile
- Runaway leader – medium
- Kingmaking – low
- Stagnation – high
- Complexity ceiling – medium
Compatible with
- Exploration System (ST-10) – Compatible: discovered materials are crafted.
- Survival System (ST-16) – Compatible: crafting survival equipment.
- Production Chain (ST-03) – Compatible: crafting as specialized production.
Tension with
- Market (ST-01) – Tension: buying vs. making yourself.
- Technology / Research System (ST-14) – Tension: systematic research vs. experimental crafting.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-17 Reputation / Trust System
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- ST-19 Engine Building
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