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Framework concept

reference axis

Framework concept

The reference axis orders the four quantities of a game - who plays (Ludic Agent), what happens (Ludic Process), what is determined for it (Ludic Corpus) and in what it is realised (Ludic Form) - in this order. Every concept is placed on it: at one quantity, on a pair, or outside. It is not a fifth quantity.

Overview

A game has four quantities: who plays (Ludic Agent), what happens (Ludic Process), what is determined for it (Ludic Corpus) and in what it is realised (Ludic Form). In this order they form the reference axis AGENT – PROCESS – CORPUS – FORM.

An evening of Werewolf, laid on the axis:

QuantityWerewolf at the table
AGENTthe seven players and the narrator - each decides for herself whom she suspects
PROCESSthis match, tonight, with everything that happens: who falls in the first night, who accuses whom
CORPUSthe role cards and the rules: night and day, the seer may look at one card at night, the vote takes place by day
FORManalogue, face to face: cards, voice, closed eyes; nobody computes along, the narrator is the controlling instance

The same axis for other games: in Minecraft the form is digital, and the process writes back into a persistent world. In Pandemic Legacy every match changes the corpus for the next. Children romping around who make up that the floor is lava and who may jump where have no corpus: they determine while they play - free play. When playing against a chess computer, a Ludic Robot sits on AGENT.

The four quantities

QuantityisQuestionneedsoptional
Ludic Agentan independent decider who takes part in a Ludic ProcessWho decides in the game?participation in a processLudic Sovereignty - the authority to change determinations
Ludic Processthe happening that at least one agent makes into play - “this is play”What happens?at least one agent who makes it and takes part in it; a forma corpus
Ludic Corpusthe body of determinations that hold for a process, and the material in which they are laid downWhat is determined?a form-
Ludic Formthe medial, material and interactional condition under which a game is realisedIn what is it realised?nothing - it exists before any game-

The process is constitutive: without a process, no game. The corpus is optional: a process without a corpus is free play. Determinations become a corpus only when a second process could be started from them (corpus threshold). The corpus differs from the process by its status, not by the point in time: a determination fixes what is to hold; an event is what happens. A house rule made in the middle of a match is a determination too.

Agent and process presuppose each other - the only mutual dependency on the axis: a human is a Ludic Agent by taking part in a process; a process is a process because at least one agent makes it one. The form depends on no other quantity.

Type and token. “The Ludic Process” is the principle, “a Ludic Process” this match. The ontology models types; individual matches are not modelled.

Two readings

The axis can be read in both directions, and both hold at once.

From outside in - conditioning. Each quantity spans the space in which the next is possible:

QuantityspansExample
Formthe space of possibilities for corpora - which determinations and which material can be realisedA board game can only do what the players compute by hand; a digital game can determine complex physics
Corpusthe space of possibilities for processes - which courses it allowsThe rules of chess allow countless matches, but none in which the rook jumps
Processin every state the action space of each agent - what it can do nextIn the starting position White has twenty possible moves; after each move there are different ones

From inside out - constituting and changing.

Quantityacts outwardExample
Agentmakes what happens into a process (framing)“Let’s play” - or the scheduled match by convention, like the league game
Agentchanges the corpus through determination, as far as its Sovereignty reachesthe house rule, the variant, the self-set goal in the sandbox
Processwrites back into the corpusPandemic Legacy, campaigns, persistent worlds

The agent stands at both ends. It acts at the innermost point, in its action space, and at the same time comes from outside: what it can do, how it tends to play and why it plays, it brings along. That is where the design asymmetry lies (see place and design access).

The eight relations

In the knowledge graph each relation is an edge between the concepts of the four quantities (luna-architecture.md §1.1).

#RelationEdgeReading
1Form → Corpus: no corpus without a form; it spans the space of possibilities for corporaconstitutesconditioning
2Form → Process: conditions what can happen - even without a corpusdetermines_space_ofconditioning
3Corpus → Process: spans the space of possibilities for processes; optionaldetermines_space_ofconditioning
4Agent → Process: makes what happens into a process (framing); optional for the individual agentconstitutesconstituting
5Process → Agent: presupposes participation; determines the action spacerequiresconditioning
6Corpus → Agent: addresses it and regulates its behaviour, but does not determine how it decidesaddressesconditioning
7Agent → Corpus: determines, as far as its Sovereignty reaches; optionaloperates_onchanging
8Process → Corpus: writes back; optionalmodulateschanging

Two edges between agent and process are two statements: participation (Process requires Agent - every process has agents, human, animal or robot) and framing (Agent constitutes Process - only human agents can frame; animals and the Ludic Robot take part but do not frame). Framing is really three-place - an agent applies the play frame to a happening - and is mapped as two-place.

Common misconceptions

MisconceptionCorrect
”The corpus contains the process.”The corpus conditions the process (determines_space_of); until 2026-10-03 the graph held the reverse part-of edge.
”The corpus comes before the process in time.”It differs by status, not by the point in time. Determinations also arise during play.
”Whoever designed the game made it a game.”Framing is an act of an agent and refers to this happening. An intention deposited in the artefact does not frame; an unobserved run that nobody scheduled is not a process.
”The axis divides into SYSTEM and AGENTS.”The division was given up together with the term system. The word pole is dropped; place and access take its place.
”The axis is a ladder from important to unimportant.”It orders by reference, not by rank. The middle, the process, is constitutive.

Between and outside the quantities

Not every concept stands at one of the four quantities. Some stand between two, on a pair; one stands outside. A concept touches at most two places, and pairs follow the order of the axis.

PlaceConceptswhy here
AGENT–PROCESSLudic Fabula, Ludic Experience, Ludic Ductus, Ludic Effectusarise in the process, carried by the agent - each agent has its own fabula
Ludic Agent Situationthe given context of an agent for this process - on the bus, under floodlights
AGENT–CORPUSLudic Framea cultural schema that the corpus calls up and the agent brings along for reading - not a coupling
Ludic Sovereigntythe agent’s authority over determinations; its scope is set in the corpus
AGENT–FORMLudic Operationthe coupling Form ∩ Capacitas: the form opens up what can be carried out, the agent’s ability limits it. “Button A” and “kicking with the leg” can trigger the same action - this is where accessibility becomes modellable
outside (INTENT)Ludic Desideratathe design intentions - what is to be achieved in Fabula, Experience, Ductus, Effectus. They belong neither to the game nor to the agents; they aim at AGENT–PROCESS

The pairs AGENT–PROCESS, AGENT–CORPUS, AGENT–FORM are those in use. Further pairs are possible; adding one is a deliberate schema change.

At the quantities themselves stand: on AGENT Ludic Agent, Ludic Robot, Human Agent Capacitas, Habitus, Motivation; on PROCESS only the Ludic Process; on CORPUS the Ludic Corpus and everything that is determined - the RAF triad, the bearers, the patterns (framework concept RAF triad); on FORM the Ludic Form. The complete list is in luna-architecture.md §12.

Place and design access

Every concept carries two indications that the word pole used to carry in one:

  • Place on the axis - where it stands: at one quantity or on a pair.
  • Design access - how designers can get at it.

Access follows the three-step from luna-architecture.md §1:

What is designed is the determination. What is enabled is the process. What is hoped for is the experience.

AccessmeansConcepts (selection)
designabledetermineeverything on CORPUS and FORM; Operation, Frame
targetableenable and check in playtestingLudic Process; Fabula, Experience, Ductus, Effectus
addressableaddress and regulate, not controlthe agent concepts; Sovereignty
givengiven, not designed - one can understand it and relate to itLudic Agent Situation (confirmed 2026-10-10)

The design asymmetry: the corpus addresses the agents and regulates their behaviour; how they decide, it does not determine. The only place where an agent is designable is the Ludic Robot for whoever builds it - as determined (the engine) it is designable for them, as trained it is targetable, for everyone else it is addressable.

Place and access are independent. On AGENT–CORPUS the designable Frame stands beside the addressable Sovereignty; on AGENT–PROCESS the targetable Experience beside the given Situation.

What the axis orders

The four quantities are ordering criteria (luna-architecture.md §1.1, namespace-architecture.md §0):

  • Branches in the namespace - agent/, process/, corpus/, form/, plus intent/. The concepts of the four quantities are the roots of their branches: Ludic Agent has the path agent, Ludic Corpus corpus. The branch is the quantity in whose domain a concept is determined or arises; it does not say what it is a part or a kind of. Pair concepts have one branch: the Operation form/, the Frame corpus/, Sovereignty and Situation agent/, the four results process/.
  • Stacks follow the branches (stacks/agent/, stacks/corpus/, …).
  • Boards do not belong to the knowledge graph; in presentation they are ordered by the concepts they deal with.

Place and branch are not the same. The place says where a concept stands (Experience: AGENT–PROCESS), the branch in which domain it arises (process/experience).

Next

The other framework concept

RAF triad
The RAF triad is the relation between the three terms Ludic Regulation, Ludic Appearance and Ludic Fiction: three questions to be asked of every element of a game - How is it regulated?

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