147 lines
6.7 KiB
Markdown
147 lines
6.7 KiB
Markdown
|
|
# Aspects of the game — design space for GROUND
|
|||
|
|
|
|||
|
|
**Authority:** this file + [`catalog.yaml`](catalog.yaml) `aspects:` list.
|
|||
|
|
**Catalog contract:** [`CATALOG.md`](CATALOG.md)
|
|||
|
|
**Research (simulator side):** clay-borg `research/CB-RES-0010-game-aspects-and-design-space.md`
|
|||
|
|
|
|||
|
|
An **aspect** is an orthogonal **design dimension** of the game: a family of
|
|||
|
|
questions you can answer independently when defining or varying rules.
|
|||
|
|
A **module** is one concrete answer on one aspect. A **profile** is a named
|
|||
|
|
point in multi-aspect space (a combination of modules).
|
|||
|
|
|
|||
|
|
Terminology: **aspect** is the human and catalog term (schema 2). Older
|
|||
|
|
text said *axis*; treat them as synonyms until references are gone.
|
|||
|
|
|
|||
|
|
This is **game design structure**, not a game-theory taxonomy. Game theory
|
|||
|
|
supplies formal objects (players, actions, payoffs, information) used when
|
|||
|
|
*analyzing* a configuration; it does not list edition-level modules.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Vocabulary
|
|||
|
|
|
|||
|
|
| Term | Meaning |
|
|||
|
|
|------|---------|
|
|||
|
|
| **Aspect** | A dimension of design space (e.g. how the game ends, how stress is routed). |
|
|||
|
|
| **Module** | One implementable choice for an aspect (`problem_stress.scoped`). |
|
|||
|
|
| **Default module** | The r0 / printed answer when no experimental module is selected. |
|
|||
|
|
| **Profile** | Named list of modules (e.g. `h2`, `scoped_plus_attack_soothe`). |
|
|||
|
|
| **Baseline** | Content package (`ground-darvo-r0`) + all default modules. |
|
|||
|
|
| **Configuration** | Baseline + resolved module list — what a sim or table actually plays. |
|
|||
|
|
|
|||
|
|
**Rule:** at most **one module per aspect**. Cross-aspect behaviour is an
|
|||
|
|
explicit **profile**, never a silent dependency inside a single module.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Full aspect map for GROUND
|
|||
|
|
|
|||
|
|
Aspects marked **modular** have entries under `editions/modules/`.
|
|||
|
|
Aspects marked **fixed (r0)** are part of the baseline until someone
|
|||
|
|
proposes a competing module.
|
|||
|
|
Aspects marked **product** may never need a kernel module.
|
|||
|
|
|
|||
|
|
### A. Structure — when and how the session runs
|
|||
|
|
|
|||
|
|
| Aspect id | Question | GROUND today | Modular? |
|
|||
|
|
|-----------|----------|--------------|----------|
|
|||
|
|
| `player_structure` | Who plays? seats? teams? | 2–6 seats; modes redefine who wins | fixed (r0) |
|
|||
|
|
| `objective_scoring` | What is success / who wins? | Modes: co-op / semi / coalition + thresholds | fixed (r0 modes cards) |
|
|||
|
|
| `turn_time_structure` | How does play advance? | Simultaneous select–reveal–resolve; Lead | fixed (r0) |
|
|||
|
|
| `end_condition` | When does the game stop? | Fixed 5 rounds + score | **modular** |
|
|||
|
|
| `setup` | What is on the table at start? | Scenario + mode; mats; start Stress 2 | fixed (r0); future difficulty card |
|
|||
|
|
| `information` | What is hidden vs public? | Hidden Problems; face-down actions; DENY | fixed (r0) |
|
|||
|
|
|
|||
|
|
### B. Content economy — what enters play
|
|||
|
|
|
|||
|
|
| Aspect id | Question | GROUND today | Modular? |
|
|||
|
|
|-----------|----------|--------------|----------|
|
|||
|
|
| `problem_deal` | How do Problems enter play? | Surface + hidden 1..k at setup | **modular** |
|
|||
|
|
| `solution_economy` | Hands, draws, suits | Solution deck; INVESTIGATE draws | fixed (r0) |
|
|||
|
|
| `action_set` | What may a seat choose? | Investigate, Solve, Support, Attack, GROUND | fixed (r0) |
|
|||
|
|
| `legality_filters` | What is offerable when? | SOLVE legality; Stress 4–5 gate | fixed (r0 rulings) |
|
|||
|
|
|
|||
|
|
### C. Pressure and regulation
|
|||
|
|
|
|||
|
|
| Aspect id | Question | GROUND today | Modular? |
|
|||
|
|
|-----------|----------|--------------|----------|
|
|||
|
|
| `individual_state` | Stress, Freedom, arming | Stress 0–5; Freedom token | fixed (r0) |
|
|||
|
|
| `problem_stress` | Unclaimed Problems → who gets Stress? | None (until module) | **modular** |
|
|||
|
|
| `interaction_stress` | Attack/Support stress numbers | As printed on Actions | fixed (r0) |
|
|||
|
|
| `attack_relief` | Does ATTACK soothe the attacker? | No | **modular** |
|
|||
|
|
| `reflex_sequences` | Multi-round binding chains | DARVO DENY→ATTACK→REVERSE | fixed (r0); future pacing module |
|
|||
|
|
| `regulation_practices` | How you exit pressure | GROUND GR/OU/ND; Bond Support | fixed (r0); future GROUND-sequence module |
|
|||
|
|
|
|||
|
|
### D. Relationships
|
|||
|
|
|
|||
|
|
| Aspect id | Question | GROUND today | Modular? |
|
|||
|
|
|-----------|----------|--------------|----------|
|
|||
|
|
| `relation_structure` | Bonds, Rivalries, slots | 2 slots; Bond/Rivalry | fixed (r0) |
|
|||
|
|
| `relation_scoring` | Do networks win? | Coalition mode | under `objective_scoring` / modes |
|
|||
|
|
| `relation_stress` | Shared liability via Bonds | Bond-scope under `problem_stress.scoped` | via problem_stress modules |
|
|||
|
|
|
|||
|
|
### E. Product and frame (often outside kernel)
|
|||
|
|
|
|||
|
|
| Aspect id | Question | GROUND today | Modular? |
|
|||
|
|
|-----------|----------|--------------|----------|
|
|||
|
|
| `scenario_fiction` | Thematic conflict | Scenarios.csv | content, not rules module |
|
|||
|
|
| `safety_teaching_frame` | How DARVO is framed | Rules_Text safety; INTENT | product |
|
|||
|
|
| `difficulty_accessibility` | Learning vs mastery | WP-0005; H2 scope mix as dial | future modules |
|
|||
|
|
| `medium` | Print vs digital | Edition CSV vs clay-borg | product |
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Registered aspects (have module directories)
|
|||
|
|
|
|||
|
|
These appear in `catalog.yaml` `aspects:` and accept non-default modules:
|
|||
|
|
|
|||
|
|
| Aspect | Default module | Other modules |
|
|||
|
|
|--------|----------------|---------------|
|
|||
|
|
| `problem_stress` | `problem_stress.none` | `flat_any_open`, `scoped` |
|
|||
|
|
| `attack_relief` | `attack_relief.none` | `self_soothe_ge4` |
|
|||
|
|
| `end_condition` | `end_condition.fixed_rounds_5` | `hybrid_clear_collapse` (proposed) |
|
|||
|
|
| `problem_deal` | `problem_deal.fixed_setup` | `pressure_deck` (proposed) |
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Configuration as a vector
|
|||
|
|
|
|||
|
|
```text
|
|||
|
|
playable configuration =
|
|||
|
|
baseline content (ground-darvo-rN)
|
|||
|
|
× problem_stress
|
|||
|
|
× attack_relief
|
|||
|
|
× end_condition
|
|||
|
|
× problem_deal
|
|||
|
|
× …future modular aspects…
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
Missing aspects use defaults. clay-borg should **persist the full resolved
|
|||
|
|
module list** (and baseline id) on every game so measurements name the
|
|||
|
|
point in design space, not only a legacy experiment slug.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Adding an aspect
|
|||
|
|
|
|||
|
|
1. Add a row to the tables above (this file).
|
|||
|
|
2. If two competing designs exist (or one alternative to r0): register in
|
|||
|
|
`catalog.yaml` `aspects:`, create `editions/modules/<aspect>/…`.
|
|||
|
|
3. Do not overload an existing aspect with unrelated rules (e.g. do not put
|
|||
|
|
end-of-game into `problem_stress`).
|
|||
|
|
4. Prefer measuring a new module **alone**, then in profiles with others.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Relation to external frameworks
|
|||
|
|
|
|||
|
|
See clay-borg **CB-RES-0010** for sources. Short map:
|
|||
|
|
|
|||
|
|
| Framework | How it maps here |
|
|||
|
|
|-----------|------------------|
|
|||
|
|
| Formal elements (Fullerton et al.) | Coarse checklist → our Structure / Economy groups |
|
|||
|
|
| MDA (Hunicke et al.) | Module = Mechanics; panels = Dynamics; intent = Aesthetics |
|
|||
|
|
| Characteristics of Games (Elias/Garfield/Gutschera) | Independent dimensions → our aspects |
|
|||
|
|
| Design space | Configuration = point in multi-aspect space |
|
|||
|
|
| Extensive-form game theory | Analysis substrate (CB-RES-0009), not the aspect list |
|