| name | using-systems-as-experience |
| description | Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding |
| mode | true |
| pack | bravos/systems-as-experience |
| faction | bravos |
| skill_type | meta_router |
| dependencies | bravos/systems-as-experience/emergent-gameplay-design, bravos/systems-as-experience/sandbox-design-patterns, bravos/systems-as-experience/strategic-depth-from-systems, bravos/systems-as-experience/optimization-as-play, bravos/systems-as-experience/discovery-through-experimentation, bravos/systems-as-experience/player-driven-narratives, bravos/systems-as-experience/modding-and-extensibility, bravos/systems-as-experience/community-meta-gaming |
| estimated_time_hours | 0.5 |
Using Systems-as-Experience (Meta-Skill Router)
Your entry point to the systems-as-experience skillpack. This skill routes you to the right combination of specialized skills for your game design challenge.
Purpose
This is a meta-skill that:
- ✅ Routes you to the correct skills in this pack
- ✅ Combines multiple skills for complex projects
- ✅ Provides quick-start workflows for common game types
- ✅ Explains the pack's philosophy and when to use it
You should use this skill: When starting any systems-driven game design project.
Core Philosophy: Systems AS Experience
The Central Idea
Traditional game design: Systems support content
- Design story → build mechanics to express it
- Design levels → build systems to populate them
- Content is king, systems are servants
Systems-as-experience: Systems ARE the content
- Design orthogonal mechanics → emergence creates "content"
- Design constraints → player creativity becomes gameplay
- Design for discovery → hidden depth rewards curiosity
- Systems are king, authored content is optional
When This Philosophy Applies
✅ Use systems-as-experience when:
- Core loop is experimentation, creativity, or optimization
- Replayability through emergent outcomes is desired
- Player agency and expression are paramount
- Systems have inherent depth worth discovering
- Community-driven content extends game life
❌ Don't use systems-as-experience when:
- Authored narrative is primary experience
- Linear progression with fixed setpieces
- Cinematic, controlled emotional arcs
- Hand-crafted, bespoke content is the appeal
Hybrid approach: Most games blend both (BotW has authored Ganon encounter + emergent physics sandbox)
Pack Overview: 8 Core Skills
Wave 1: Foundation (Core Concepts)
1. emergent-gameplay-design (FOUNDATIONAL ⭐)
When to use: Every systems-driven game starts here Teaches: Orthogonal mechanics, interaction matrices, emergence from simple rules Examples: BotW physics, Dwarf Fortress simulation, Minecraft crafting Time: 3-4 hours to apply Use when: Designing core systems that interact
2. sandbox-design-patterns
When to use: Open-ended creativity games (building, creation, simulation) Teaches: Constraint paradox, progressive complexity, meaningful limitation Examples: Minecraft, Factorio, Kerbal Space Program Time: 2-3 hours to apply Use when: Players create within constraints
3. strategic-depth-from-systems
When to use: Competitive games, build diversity, counter-play Teaches: Orthogonal strategic axes, synergy matrices, avoiding dominant strategies Examples: Path of Exile, StarCraft, Dota, deck builders Time: 2-3 hours to apply Use when: Players optimize builds/strategies
Wave 2: Specific Applications
4. optimization-as-play
When to use: Factory games, efficiency puzzles, production chains Teaches: Bottleneck gameplay, multiple optimization dimensions, satisfying feedback Examples: Factorio, Satisfactory, Opus Magnum, SpaceChem Time: 2-4 hours to apply Use when: Optimization IS the core loop
5. discovery-through-experimentation
When to use: Exploration games, hidden depth, knowledge-based progression Teaches: Environmental hints, safe experimentation, secrets, community discovery Examples: BotW, Outer Wilds, Noita, The Witness, fighting game tech Time: 2-4 hours to apply Use when: Curiosity drives engagement
6. player-driven-narratives
When to use: Simulation games, emergent storytelling, procedural characters Teaches: Systemic drama, relationships, AI storyteller, memorable moments Examples: Dwarf Fortress, Rimworld, Crusader Kings, EVE Online Time: 2-4 hours to apply Use when: Systems generate stories
Wave 3: Ecosystem
7. modding-and-extensibility
When to use: Games designed for long-term community content creation Teaches: Plugin architecture, mod APIs, tools, security, community infrastructure Examples: Skyrim, Minecraft, Factorio, Warcraft 3 Time: 2-3 hours to apply Use when: Players extend game beyond initial design
8. community-meta-gaming
When to use: Competitive games, theorycrafting communities, speedrunning Teaches: Build diversity, information transparency, competitive tools, persistent worlds Examples: Path of Exile, EVE Online, Dark Souls, Destiny raids Time: 2-3 hours to apply Use when: Community creates external meta-game
Routing Logic: Which Skills Do I Need?
Decision Tree
START: What type of game are you building?
├─ SANDBOX / CREATIVITY GAME
│ ├─ Players build/create freely?
│ │ └─> emergent-gameplay-design + sandbox-design-patterns
│ ├─ Optimization is core loop?
│ │ └─> + optimization-as-play
│ ├─ Discovery-driven?
│ │ └─> + discovery-through-experimentation
│ └─ Mod support?
│ └─> + modding-and-extensibility
│
├─ COMPETITIVE / STRATEGIC GAME
│ ├─ Build diversity critical?
│ │ └─> emergent-gameplay-design + strategic-depth-from-systems
│ ├─ Competitive scene planned?
│ │ └─> + community-meta-gaming
│ ├─ Theorycrafting encouraged?
│ │ └─> + community-meta-gaming (again)
│ └─ Mod support for custom games?
│ └─> + modding-and-extensibility
│
├─ SIMULATION / MANAGEMENT GAME
│ ├─ Emergent stories important?
│ │ └─> emergent-gameplay-design + player-driven-narratives
│ ├─ Optimization gameplay?
│ │ └─> + optimization-as-play
│ ├─ Discovery-driven depth?
│ │ └─> + discovery-through-experimentation
│ └─ Mod support?
│ └─> + modding-and-extensibility
│
├─ EXPLORATION / DISCOVERY GAME
│ ├─ Physics/systems interactions?
│ │ └─> emergent-gameplay-design + discovery-through-experimentation
│ ├─ Sandbox elements?
│ │ └─> + sandbox-design-patterns
│ ├─ Speedrun community likely?
│ │ └─> + community-meta-gaming
│ └─ Secrets and depth?
│ └─> discovery-through-experimentation (primary)
│
└─ MULTIPLAYER SOCIAL GAME
├─ Player-driven politics/drama?
│ └─> player-driven-narratives + community-meta-gaming
├─ Persistent world consequences?
│ └─> player-driven-narratives (primary)
├─ User-generated content?
│ └─> modding-and-extensibility
└─ Emergent social dynamics?
└─> emergent-gameplay-design + player-driven-narratives
Quick Reference Table
| Game Type | Primary Skill | Secondary Skills | Examples |
|---|---|---|---|
| Sandbox Builder | sandbox-design-patterns | emergent, optimization, discovery | Minecraft, Terraria |
| Factory Game | optimization-as-play | emergent, sandbox | Factorio, Satisfactory |
| Physics Sandbox | emergent-gameplay-design | discovery, sandbox | BotW, Noita |
| Colony Sim | player-driven-narratives | emergent, optimization | Rimworld, DF |
| Competitive Strategy | strategic-depth-from-systems | emergent, meta-gaming | PoE, Dota |
| Exploration Game | discovery-through-experimentation | emergent, sandbox | Outer Wilds, Subnautica |
| MMO Sandbox | player-driven-narratives | meta-gaming, modding | EVE Online |
| Speedrun-Friendly | discovery-through-experimentation | meta-gaming | Dark Souls, Celeste |
20+ Scenarios: Which Skills Apply?
Scenario 1: "I'm building Minecraft-like voxel sandbox"
Primary: sandbox-design-patterns (progressive complexity, constraints) Secondary: emergent-gameplay-design (block interactions), discovery-through-experimentation (crafting recipes) Optional: modding-and-extensibility (Java mods, behavior packs) Estimated time: 6-10 hours
Scenario 2: "I'm building Factorio-style factory game"
Primary: optimization-as-play (bottleneck gameplay, throughput metrics) Secondary: sandbox-design-patterns (constraints drive creativity), emergent-gameplay-design (production chains) Optional: modding-and-extensibility (mod API like Factorio) Estimated time: 6-8 hours
Scenario 3: "I'm building BotW-style physics playground"
Primary: emergent-gameplay-design (orthogonal physics systems) Secondary: discovery-through-experimentation (environmental hints), sandbox-design-patterns (open world) Optional: community-meta-gaming (speedrun support) Estimated time: 7-10 hours
Scenario 4: "I'm building Rimworld-style colony sim"
Primary: player-driven-narratives (AI storyteller, emergent drama) Secondary: emergent-gameplay-design (system interactions), sandbox-design-patterns (base building) Optional: modding-and-extensibility (Rimworld has extensive mods) Estimated time: 6-10 hours
Scenario 5: "I'm building Path of Exile-style ARPG"
Primary: strategic-depth-from-systems (build diversity, synergy matrices) Secondary: community-meta-gaming (theorycrafting, economy), emergent-gameplay-design (skill interactions) Optional: modding-and-extensibility (third-party tools like Path of Building) Estimated time: 8-12 hours
Scenario 6: "I'm building Outer Wilds-style exploration"
Primary: discovery-through-experimentation (knowledge-based progression) Secondary: emergent-gameplay-design (physics puzzles), player-driven-narratives (environmental storytelling) Optional: None (tightly authored experience) Estimated time: 6-8 hours
Scenario 7: "I'm building EVE Online-style MMO sandbox"
Primary: player-driven-narratives (player politics, server-wide events) Secondary: community-meta-gaming (economy, competitive infrastructure), strategic-depth-from-systems (ship builds) Optional: modding-and-extensibility (API for third-party tools) Estimated time: 10-15 hours
Scenario 8: "I'm building Noita-style alchemy sandbox"
Primary: emergent-gameplay-design (elemental interactions) Secondary: discovery-through-experimentation (hidden combos), sandbox-design-patterns (pixel simulation) Optional: community-meta-gaming (speedrun categories) Estimated time: 6-8 hours
Scenario 9: "I'm building Dwarf Fortress-style simulation"
Primary: player-driven-narratives (procedural legends, relationships) Secondary: emergent-gameplay-design (simulation depth), sandbox-design-patterns (fortress building) Optional: modding-and-extensibility (ASCII replacements, mods) Estimated time: 8-12 hours
Scenario 10: "I'm building fighting game with tech depth"
Primary: discovery-through-experimentation (hidden techniques) Secondary: strategic-depth-from-systems (character matchups), community-meta-gaming (competitive scene) Optional: None (tight balance required) Estimated time: 6-8 hours
Scenario 11: "I'm building Destiny-style raid content"
Primary: strategic-depth-from-systems (build optimization) Secondary: community-meta-gaming (world's first races), player-driven-narratives (fireteam dynamics) Optional: None (authored encounters) Estimated time: 5-7 hours
Scenario 12: "I'm building Kerbal Space Program-style physics sandbox"
Primary: sandbox-design-patterns (rocket building constraints) Secondary: optimization-as-play (delta-v calculations), emergent-gameplay-design (physics interactions) Optional: modding-and-extensibility (KSP has massive mod scene) Estimated time: 6-10 hours
Scenario 13: "I'm building Opus Magnum-style optimization puzzle"
Primary: optimization-as-play (cost/cycles/area metrics) Secondary: sandbox-design-patterns (creative solutions), discovery-through-experimentation (optimal techniques) Optional: community-meta-gaming (leaderboards, percentiles) Estimated time: 4-6 hours
Scenario 14: "I'm building Dark Souls with invasions"
Primary: community-meta-gaming (PvP builds, covenants) Secondary: discovery-through-experimentation (secrets, hidden mechanics), strategic-depth-from-systems (build diversity) Optional: None (tight authored experience) Estimated time: 6-8 hours
Scenario 15: "I'm building Crusader Kings-style dynasty sim"
Primary: player-driven-narratives (procedural soap opera) Secondary: strategic-depth-from-systems (dynasty management), sandbox-design-patterns (emergent history) Optional: modding-and-extensibility (CK has massive mod community) Estimated time: 8-10 hours
Scenario 16: "I'm building Among Us-style social deduction"
Primary: community-meta-gaming (social strategies, meta evolution) Secondary: player-driven-narratives (emergent betrayal drama), strategic-depth-from-systems (role balance) Optional: None (tight social dynamics) Estimated time: 4-6 hours
Scenario 17: "I'm building Terraria-style action-sandbox"
Primary: sandbox-design-patterns (progressive content unlocks) Secondary: emergent-gameplay-design (item synergies), discovery-through-experimentation (hidden bosses) Optional: modding-and-extensibility (tModLoader) Estimated time: 7-10 hours
Scenario 18: "I'm building Stardew Valley-style farming sim"
Primary: sandbox-design-patterns (farm optimization) Secondary: optimization-as-play (crop scheduling), player-driven-narratives (NPC relationships) Optional: modding-and-extensibility (SMAPI) Estimated time: 6-8 hours
Scenario 19: "I'm building Skyrim-style open RPG"
Primary: sandbox-design-patterns (open world exploration) Secondary: discovery-through-experimentation (hidden content), modding-and-extensibility (Creation Kit) Optional: player-driven-narratives (emergent quests) Estimated time: 8-12 hours
Scenario 20: "I'm building Starcraft-style RTS"
Primary: strategic-depth-from-systems (unit counters, build orders) Secondary: community-meta-gaming (competitive scene, replays), emergent-gameplay-design (unit interactions) Optional: modding-and-extensibility (custom maps like Arcade) Estimated time: 8-10 hours
Scenario 21: "I'm building Satisfactory (3D Factorio)"
Primary: optimization-as-play (vertical factory planning) Secondary: sandbox-design-patterns (exploration + building), emergent-gameplay-design (conveyor networks) Optional: modding-and-extensibility (mod support growing) Estimated time: 6-8 hours
Scenario 22: "I'm building Wildermyth-style procedural RPG"
Primary: player-driven-narratives (character arcs, relationships) Secondary: emergent-gameplay-design (tactical combat), strategic-depth-from-systems (build variety) Optional: discovery-through-experimentation (hidden events) Estimated time: 6-10 hours
Multi-Skill Workflows
Workflow 1: Sandbox Builder (Minecraft, Terraria)
Skills in sequence:
- emergent-gameplay-design (2-3h) - Design orthogonal block/item systems
- sandbox-design-patterns (2-3h) - Progressive complexity, constraints
- discovery-through-experimentation (2-3h) - Hidden crafting recipes, secrets
- modding-and-extensibility (2-3h) - Mod API, community tools
Total time: 8-12 hours Result: Sandbox with emergent depth, discoverable secrets, mod support
Workflow 2: Factory Game (Factorio, Dyson Sphere Program)
Skills in sequence:
- emergent-gameplay-design (2-3h) - Production chains, interactions
- sandbox-design-patterns (1-2h) - Spatial constraints, layouts
- optimization-as-play (3-4h) - Bottleneck gameplay, metrics, satisfaction
- modding-and-extensibility (2-3h) - Mod API (Factorio-style)
Total time: 8-12 hours Result: Factory game with optimization as core loop, mod ecosystem
Workflow 3: Physics Playground (BotW, Noita)
Skills in sequence:
- emergent-gameplay-design (3-4h) - Physics interactions, orthogonal systems
- discovery-through-experimentation (3-4h) - Environmental hints, safe testing
- sandbox-design-patterns (1-2h) - Open world structure
- community-meta-gaming (1-2h) - Speedrun support (optional)
Total time: 8-12 hours Result: Physics sandbox with discoverable depth, speedrun-friendly
Workflow 4: Colony Simulator (Rimworld, Dwarf Fortress)
Skills in sequence:
- emergent-gameplay-design (2-3h) - Simulation systems, interactions
- player-driven-narratives (3-4h) - AI storyteller, character arcs, drama
- sandbox-design-patterns (1-2h) - Base building constraints
- modding-and-extensibility (2-3h) - Mod support (DF/Rimworld-style)
Total time: 8-12 hours Result: Colony sim with emergent stories, mod ecosystem
Workflow 5: Competitive ARPG (Path of Exile, Diablo)
Skills in sequence:
- emergent-gameplay-design (2-3h) - Skill/item interactions
- strategic-depth-from-systems (3-4h) - Build diversity, synergy matrices
- community-meta-gaming (3-4h) - Theorycrafting, economy, leaderboards
- optimization-as-play (1-2h) - Build optimization tools (optional)
Total time: 9-13 hours Result: ARPG with theorycrafting depth, competitive scene
Workflow 6: Exploration Game (Outer Wilds, Subnautica)
Skills in sequence:
- discovery-through-experimentation (3-4h) - Knowledge-based progression
- emergent-gameplay-design (2-3h) - Physics/environmental systems
- sandbox-design-patterns (1-2h) - Open world structure
- player-driven-narratives (1-2h) - Environmental storytelling (optional)
Total time: 7-11 hours Result: Exploration game where discovery drives progression
Workflow 7: MMO Sandbox (EVE Online, Albion)
Skills in sequence:
- player-driven-narratives (3-4h) - Player politics, server-wide events
- community-meta-gaming (3-4h) - Economy, competitive infrastructure
- strategic-depth-from-systems (2-3h) - Build variety, counter-play
- modding-and-extensibility (1-2h) - API for third-party tools
Total time: 9-13 hours Result: MMO with player-driven content, thriving external meta-game
Workflow 8: Optimization Puzzle (Opus Magnum, SpaceChem)
Skills in sequence:
- optimization-as-play (3-4h) - Multiple metrics, leaderboards
- sandbox-design-patterns (2-3h) - Creative solution space
- discovery-through-experimentation (1-2h) - Optimal technique discovery
- community-meta-gaming (1-2h) - Percentile histograms, sharing
Total time: 7-11 hours Result: Optimization puzzle with competitive community
Quick Start Guides
Quick Start 1: Minimal Viable Emergence (4 hours)
Goal: Sandbox with basic emergent gameplay
Steps:
- Read emergent-gameplay-design Quick Start (1h)
- Design 3 orthogonal systems with 9 interactions (1h)
- Prototype interaction matrix (1h)
- Playtest for emergent moments (1h)
Result: Basic sandbox with player-discovered solutions
Quick Start 2: Optimization Game MVP (4 hours)
Goal: Factory game with bottleneck gameplay
Steps:
- Read optimization-as-play Quick Start (1h)
- Implement production chain with visible metrics (1.5h)
- Add bottleneck visualization (1h)
- Playtest optimization loop (0.5h)
Result: Basic factory game with satisfying optimization
Quick Start 3: Discovery-Driven Exploration (4 hours)
Goal: Exploration game with secrets
Steps:
- Read discovery-through-experimentation Quick Start (1h)
- Place environmental hints for 3 mechanics (1h)
- Create discovery journal system (1h)
- Playtest hint effectiveness (1h)
Result: Exploration game with discoverable depth
Quick Start 4: Emergent Storytelling (4 hours)
Goal: Simulation with memorable stories
Steps:
- Read player-driven-narratives Quick Start (1h)
- Implement character relationships (1.5h)
- Add dramatic event generation (1h)
- Playtest for memorable moments (0.5h)
Result: Simulation that generates player stories
Integration with Other Skillpacks
Cross-Pack Dependencies
From Simulation-Tactics Pack (bravos)
- When emergence requires simulation: Use emergent-gameplay-design + simulation-tactics
- Example: BotW physics requires physics-simulation-patterns
- Example: Dwarf Fortress requires ai-and-agent-simulation + player-driven-narratives
From Yzmir (Theory) Pack
- When systems need mathematical foundation: Use strategic-depth-from-systems + yzmir/game-theory-foundations
- Example: Path of Exile build math requires optimization theory
- Example: EVE economy requires economic simulation theory
From Lyra (Player Experience) Pack
- When systems need feel/polish: Use optimization-as-play + lyra/game-feel-and-polish
- Example: Factorio needs juice on production milestones
- Example: Satisfactory needs satisfying conveyor animations
Common Pitfalls
Pitfall 1: Starting with Wrong Skill
Problem: Jumping to optimization-as-play without emergent-gameplay-design foundation
Symptom: Optimization game with no depth (one optimal solution)
Fix: ALWAYS start with emergent-gameplay-design for orthogonal systems, THEN apply optimization
Pitfall 2: Over-Applying All Skills
Problem: Trying to use all 8 skills on every project
Symptom: Scope creep, conflicting design goals, nothing gets finished
Fix: Use routing logic above. Most projects need 2-4 skills, not all 8.
Pitfall 3: Skipping Foundation
Problem: Going straight to Wave 2/3 skills without Wave 1
Symptom: Surface-level implementation without systemic depth
Fix: emergent-gameplay-design is FOUNDATIONAL for most projects. Read it first.
Pitfall 4: Not Recognizing Hybrid Design
Problem: Trying to make EVERYTHING systemic (including authored narrative)
Symptom: Losing authored emotional moments, pacing issues
Fix: Most games blend systems + authored content. BotW has both. Use routing logic for systems portion only.
Pitfall 5: Underestimating Time
Problem: Thinking "I'll just add emergence" will take 30 minutes
Symptom: Rushed implementation, no playtesting, shallow system
Fix: Each skill requires 2-4 hours minimum. Budget 8-15 hours for multi-skill projects.
Success Criteria
Your project successfully uses systems-as-experience when:
Emergence (Core):
- Players discover solutions you didn't intend
- System interactions create "content"
- Replayability through emergent variety
Depth:
- Hidden depth rewards mastery
- Community discovers new strategies
- No single dominant strategy
Discovery:
- Curiosity is rewarded
- Secrets feel earned, not arbitrary
- "Aha moments" occur frequently
Community:
- Players create external tools (wikis, calculators)
- Meta-game emerges beyond playing
- Community extends game through mods/content
Satisfaction:
- Systems feel satisfying to master
- Optimization provides clear feedback
- Player expression is visible
Conclusion
The Golden Rule:
"Design systems that interact, then let players surprise you."
When You're Done with This Pack
You should be able to:
- ✅ Identify which skills apply to your project
- ✅ Apply 2-4 skills in correct sequence
- ✅ Create games where systems ARE the content
- ✅ Design for emergence, discovery, and community
- ✅ Avoid common pitfalls in systemic design
Next Steps
- Identify your game type (use routing logic above)
- Read foundational skill (usually emergent-gameplay-design)
- Apply skills in sequence (use workflows above)
- Playtest for emergence (look for unintended solutions)
- Iterate on interactions (orthogonal systems multiply)
Pack Structure Reference
bravos/systems-as-experience/
├── using-systems-as-experience/ (THIS SKILL - router)
├── emergent-gameplay-design/ (FOUNDATIONAL ⭐)
├── sandbox-design-patterns/
├── strategic-depth-from-systems/
├── optimization-as-play/
├── discovery-through-experimentation/
├── player-driven-narratives/
├── modding-and-extensibility/
└── community-meta-gaming/
Total pack time: 16-28 hours for comprehensive implementation
Go build systems that surprise you.