LUNA (in development)
LUNA / Stack / Organisational Structure

Stack · 19 cards

Organisational Structure

Which orders does your game need?

Status
Term

Belongs to the term

Ludic Organisational Structure
A Ludic Organisational Structure orders a subject domain of a game - how does the domain work?: the economy, power, combat, survival.
Stack

Organisational Structure

What it is about

An Organisational Structure orders a domain of a game and answers the question: how does this domain work? The economy, power, combat, survival. It bundles several mechanisms into a whole with feedback: a market connects auction and price formation so that demand drives prices and prices dampen demand. What emerges from it – price bubbles, escalation, a lead that reinforces itself – is suggested by the game but only happens in play. A game has none, one or several such orders; Civilization has several at once.

It differs from a mechanism in three features: something emerges from it that cannot be read off its parts; it has at least one feedback loop in which the outcome of one round changes the conditions of the next; and it orders the interplay of several parts of the game, not a single interaction. Some patterns – exploration, alliance, survival, crafting – are an Organisational Structure only when they are the game’s central ordering principle.

The 19 cards are grouped into six orders, each with its own separator card: economic, political, spatial, conflict, development and social order. Each card names its core mechanisms (without them the structure does not exist) and its dynamic mechanisms, shows its feedback loops as a diagram, names the adjusting screws and a risk profile: how easily does someone pull away beyond reach, does a trailing player decide the winner, does the game stall, does it become too complicated? Two guide cards belong to the stack – what an Organisational Structure is, and how it relates to neighbouring notions – and a reading guide.

How to use it

Method: (1) Lay out all cards – with less experienced groups only the core set of ten: Market, Territory, Hierarchy, Combat System, Faction System, Production Chain, Commons, Technology, Exploration, Survival. (2) Use the separator cards as headings for the six orders. (3) Discuss in the team: which one to three orders does our game need? (4) Pull out the chosen cards and study them. (5) Identify their core mechanisms. (6) Draw the matching cards from the Mechanisms stack.

Notes for facilitation: The feedback diagrams on the back work well as anchors for discussion: “Where do you see the greatest risk?” The line on compatibility and tension helps to plan complexity: “If you choose Market and Territory – what happens then?” For first projects, recommend at most three Organisational Structures; each additional one makes the design considerably more complex.

Time: 10 to 15 minutes for a quick decision with experienced groups, 20 to 30 minutes as a structured discussion in a workshop, 45 to 60 minutes as an in-depth analysis with the feedback diagrams in a seminar.

Sequence: after ideation. First the Organisational Structures, then their mechanisms for each chosen structure (15 to 20 minutes per structure), then sharpen the activities, after that the frame.

Use: for advanced users, students of game design and the professional context; the complexity is high.

Relations

The six orders have their own overview page. The building blocks of every Organisational Structure are mechanisms: mechanisms are the simple, Organisational Structures the composite patterns, and the same pattern can be an Organisational Structure in one game and part of one in another. Organisational Structures lie over the structures that divide a game’s space, community and time: Territory works on the Spatial Structure, Reputation within the Social Structure. A turn order or a phase system, by contrast, is not an Organisational Structure but belongs to the Temporal Structure.

cards

The cards

I – Economic Order

ST-01 Market I – Economic Order Market orders the exchange of value between agents: supply and demand are brought together via a price mechanism – decentralized value assignment without a central controlling authority.
ST-02 Banking / Credit I – Economic Order Banking/Credit coordinates time preferences: whoever has surplus resources lends them; whoever needs more takes out credit. Interest is the price of time.
ST-03 Production Chain I – Economic Order Production Chain transforms raw materials over several stages into ever more valuable goods: a directed dependency structure in which bottlenecks affect the whole system.
ST-04 Commons I – Economic Order Commons orders the use of a shared resource that belongs to all but can be overused by anyone: the tension between individual advantage and collective survival.

II – Political Order

ST-05 Hierarchy II – Political Order Hierarchy distributes power unequally: agents are sorted into ranks, higher ranks receive more rights, resources and options. Clear chains of command enable fast decisions – at the cost of equality.
ST-06 Democracy / Voting System II – Political Order Democracy turns individual preferences into collective decisions: power is distributed broadly – at the price of coalition dynamics, strategic voting and questions of legitimacy.

II – Political Order (semantically: social belonging)

ST-07 Faction System II – Political Order (semantically: social belonging) Faction System sorts agents into groups with their own identity, strengths and goals: it defines "us" and "them"; the tension between intra-cooperation and inter-competition drives the dynamics.

III – Spatial Order

ST-08 Territory III – Spatial Order Territory orders the play space into controllable zones: control over space means control over resources, movement and strategic options.
ST-09 Network / Infrastructure III – Spatial Order Network/Infrastructure orders through connectivity: a node's value rises with the number of its connections. The system rewards foresight and investment in infrastructure.

III – Spatial Order (context-dependent)

ST-10 Exploration System III – Spatial Order (context-dependent) Exploration orders through the boundary between the known and the unknown: what is hidden is uncovered step by step, and risk grows with reach. Curiosity, weighing of risk and the joy of discovery are aimed at. Context-dependent – it reaches Ludic Organisational Structure status when exploration is the central ordering principle.

IV – Conflict Order

ST-11 Combat System IV – Conflict Order Combat System regulates violent conflicts between agents: it determines how attacks happen, how damage is computed and who emerges as winner – producing tactical depth and emotional tension.

IV – Conflict Order (semantically: social cooperation; context-dependent)

ST-12 Alliance System IV – Conflict Order (semantically: social cooperation; context-dependent) Alliance System orders coordinated cooperation between actors with fundamentally separate goals: cooperation is useful, but betrayal can be even more useful. Context-dependent – a Ludic Organisational Structure when alliance formation and breakdown centrally shape the game.

V – Developmental Order

ST-13 Evolution / Adaptation V – Developmental Order Evolution/Adaptation orders through variation, selection and reinforcement of successful patterns: change becomes a system principle – not as linear progress but as an open-ended adaptation process.
ST-14 Technology / Research System V – Developmental Order Technology/Research ties development to prerequisites: advanced technologies presuppose basic ones. The system rewards long-term planning and creates asymmetric play experiences through different research directions.
ST-15 Ecosystem V – Developmental Order Ecosystem orders through dynamic equilibria: populations grow, compete for resources, die and regenerate. It models the interplay of production and consumption – life and death.

V – Developmental Order (semantically: survival pressure; context-dependent)

ST-16 Survival System V – Developmental Order (semantically: survival pressure; context-dependent) 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.

VI – Social Order

ST-17 Reputation / Trust System VI – Social Order 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.

VI – Social Order (semantically: composition/development; context-dependent)

ST-18 Crafting / Recipe System VI – Social Order (semantically: composition/development; context-dependent) 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.

VI – Production and Prerequisites

ST-19 Engine Building VI – Production and Prerequisites Engine Building orders the build-up of producers whose yields pay for further producers: the parts act on one another, so that each new acquisition is worth more than the last – until cashing out takes from the engine what feeds it, or ends the game.
Download

Download

PDF in preparation