--- 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: 1. ✅ **Routes** you to the correct skills in this pack 2. ✅ **Combines** multiple skills for complex projects 3. ✅ **Provides** quick-start workflows for common game types 4. ✅ **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:** 1. **emergent-gameplay-design** (2-3h) - Design orthogonal block/item systems 2. **sandbox-design-patterns** (2-3h) - Progressive complexity, constraints 3. **discovery-through-experimentation** (2-3h) - Hidden crafting recipes, secrets 4. **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:** 1. **emergent-gameplay-design** (2-3h) - Production chains, interactions 2. **sandbox-design-patterns** (1-2h) - Spatial constraints, layouts 3. **optimization-as-play** (3-4h) - Bottleneck gameplay, metrics, satisfaction 4. **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:** 1. **emergent-gameplay-design** (3-4h) - Physics interactions, orthogonal systems 2. **discovery-through-experimentation** (3-4h) - Environmental hints, safe testing 3. **sandbox-design-patterns** (1-2h) - Open world structure 4. **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:** 1. **emergent-gameplay-design** (2-3h) - Simulation systems, interactions 2. **player-driven-narratives** (3-4h) - AI storyteller, character arcs, drama 3. **sandbox-design-patterns** (1-2h) - Base building constraints 4. **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:** 1. **emergent-gameplay-design** (2-3h) - Skill/item interactions 2. **strategic-depth-from-systems** (3-4h) - Build diversity, synergy matrices 3. **community-meta-gaming** (3-4h) - Theorycrafting, economy, leaderboards 4. **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:** 1. **discovery-through-experimentation** (3-4h) - Knowledge-based progression 2. **emergent-gameplay-design** (2-3h) - Physics/environmental systems 3. **sandbox-design-patterns** (1-2h) - Open world structure 4. **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:** 1. **player-driven-narratives** (3-4h) - Player politics, server-wide events 2. **community-meta-gaming** (3-4h) - Economy, competitive infrastructure 3. **strategic-depth-from-systems** (2-3h) - Build variety, counter-play 4. **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:** 1. **optimization-as-play** (3-4h) - Multiple metrics, leaderboards 2. **sandbox-design-patterns** (2-3h) - Creative solution space 3. **discovery-through-experimentation** (1-2h) - Optimal technique discovery 4. **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:** 1. Read emergent-gameplay-design Quick Start (1h) 2. Design 3 orthogonal systems with 9 interactions (1h) 3. Prototype interaction matrix (1h) 4. 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:** 1. Read optimization-as-play Quick Start (1h) 2. Implement production chain with visible metrics (1.5h) 3. Add bottleneck visualization (1h) 4. 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:** 1. Read discovery-through-experimentation Quick Start (1h) 2. Place environmental hints for 3 mechanics (1h) 3. Create discovery journal system (1h) 4. Playtest hint effectiveness (1h) **Result:** Exploration game with discoverable depth ### Quick Start 4: Emergent Storytelling (4 hours) **Goal:** Simulation with memorable stories **Steps:** 1. Read player-driven-narratives Quick Start (1h) 2. Implement character relationships (1.5h) 3. Add dramatic event generation (1h) 4. 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 1. **Identify your game type** (use routing logic above) 2. **Read foundational skill** (usually emergent-gameplay-design) 3. **Apply skills in sequence** (use workflows above) 4. **Playtest for emergence** (look for unintended solutions) 5. **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 --- ## Systems as Experience Specialist Skills Catalog After routing, load the appropriate specialist skill for detailed guidance: 1. [emergent-gameplay-design.md](emergent-gameplay-design.md) - FOUNDATIONAL ⭐: Orthogonal systems, emergence, simulation over scripting, player creativity 2. [sandbox-design-patterns.md](sandbox-design-patterns.md) - Open worlds, physics sandboxes, creative tools, player agency, freedom within constraints 3. [strategic-depth-from-systems.md](strategic-depth-from-systems.md) - Build space analysis, possibility space, strategic decision-making, mastery through systems 4. [optimization-as-play.md](optimization-as-play.md) - Factorio-style optimization loops, efficiency challenges, min-maxing as gameplay 5. [discovery-through-experimentation.md](discovery-through-experimentation.md) - Hidden mechanics, experimental learning, eureka moments, knowledge as progression 6. [player-driven-narratives.md](player-driven-narratives.md) - Emergent stories, systemic consequences, player agency in narrative, environmental storytelling 7. [modding-and-extensibility.md](modding-and-extensibility.md) - Mod support, extensible systems, community content, longevity through modding 8. [community-meta-gaming.md](community-meta-gaming.md) - Community-driven gameplay, wikis, theorycrafting, shared knowledge ecosystems --- **Go build systems that surprise you.**