What it is. A space of consistent, interacting systems and a small verb toolkit, arranged so any obstacle admits several valid solutions the designer never scripted. The author builds the physics, not the path.
Player fantasy / why it’s fun. This was my plan. You read a situation, combine tools nobody promised would combine, and the world honors it — the win is authored by you, not handed to you.
Pillars (exactly 3)
- Systemic consistency. Fire spreads, water conducts, guards hear noise, gas ignites — everywhere, always, no exceptions for the “real” puzzle. The rule that holds once must hold every time or the fantasy collapses into guesswork (
antipattern-guess-the-designer). - Player authorship. Many verbs (move / see / hide / manipulate / possess) with wide overlap. Depth comes from combination, not from a longer list (
system-build-diversity,pattern-emergence). - Meaningful stealth-or-force choice. The core tension: sneak past, talk around, or fight through — each a real, costed lane, none the “correct” one (
pattern-meaningful-choice,pattern-risk-reward).
The loop stack
| Scale | The loop |
|---|---|
| Moment | Observe a hazard/guard/lock → pick a verb → act → the systems react (legibly). |
| Encounter | A defended space with 3+ ingresses; scout, improvise a route, recover when the plan breaks. |
| Session | A mission arc: infiltrate → objective → exfiltrate, your choices logged (kills, alarms, mercy). |
| Meta | Spend on tools/upgrades that widen the verb set, not just raise numbers (system-progression, system-skill-trees). |
Essential systems
- Honest AI. Guards perceive by real senses — sight cones, sound falloff, corpse/light discovery — and their state is readable on the actor. If the player can’t infer why a guard reacted, the sim is broken. See
system-enemy-ai,system-telegraphs, and thegenre-stealthdetection model. - Interacting hazards. Fire, water, electricity, gas, gravity, light — each a system that touches the others, not decoration. See
system-hazards-and-environment,system-status-effects. - A toolkit. Traversal + manipulation verbs that compose:
mechanic-possess,mechanic-teleport,mechanic-grapple,mechanic-throw,mechanic-time-stop. Pick verbs that multiply each other. - Legible spaces. Level geometry that advertises its options — vents, high ledges, water, cover — so the sandbox is seen, not memorized. See
system-map-and-navigation,world-level-as-story,pattern-readability. - Consequence tracking. The world remembers your body count and alarms and reflects it (
system-quests-and-objectives, the Chaos system in Dishonored).
The hard part is legibility. A deep system nobody can read is antipattern-false-depth; build systems that show their state before you make them deep.
Content & difficulty model
- Author the sandbox, not the solution. Design each space as a set of affordances; verify at least three intended routes exist, then let players find the fourth. Solver-proof reachability, never a single canonical path.
- Difficulty is denial, not damage. Harder = fewer verbs available, tighter patrols, deadlier discovery — not fatter health bars. Tune via
system-difficulty-and-dda,system-encounter-design. - Onboard the systems, not the story. Teach fire+water, sight+sound in a safe first space where consequences are cheap (
system-onboarding); one clean interaction beats a wall of tooltips (antipattern-endless-tutorial). - Reward exploration and restraint both. Ghost/pacifist runs and murder runs each need payoffs, or one lane becomes the
antipattern-boring-optimal. - Density over sprawl. A few hand-built, deeply reactive spaces beat a large map of thin ones (
antipattern-content-desert).
Signature-mechanic seeds
- Imm-sim but non-lethal only (constraint). Ban killing; every verb must resolve to sleep, distract, trap, or reroute. The toolkit’s reach now defines difficulty, and the moral fantasy sharpens — cf. Dishonored’s low-chaos path made mandatory.
- Imm-sim but the systems reset each loop (structure). The mission repeats like Outer Wilds; hazards, patrols, and locks reset, but your knowledge persists. The upgrade tree is what-you-learned, not what-you-bought — see
anchor-outer-wilds,mechanic-rewind. - Imm-sim but the tools are enemies (inversion). Every verb is a possessed foe — you have no innate powers, only bodies you steal (
mechanic-possess,mechanic-clone); the roster of nearby enemies is your inventory. - Imm-sim but one shared meter (economy). Traversal, powers, and healing all draw one resource (
system-resource-loops,system-economy); every teleport is a healing potion you didn’t drink. - Imm-sim but the AI writes the story (systemic narrative). A nemesis system remembers who beat you and escalates them (
anchor-shadow-of-mordor,recipe-colony-nemesis) — the antagonist is emergent, not scripted.
Common pitfalls
antipattern-guess-the-designer— the intended solution masquerades as the only one; players poke and get punished. Fix: honor every solution the systems permit.antipattern-false-depth— systems interact in theory but their state is unreadable, so nobody discovers it. Fix: legibility before depth.antipattern-fake-choice— three routes that all funnel to the same scripted beat. Fix: let outcomes actually diverge.antipattern-boring-optimal— one verb (or the murder lane) dominates because it’s strictly safer/faster. Fix: cost every lane; reward the hard ones.antipattern-feature-soup— twenty verbs, none composing. Fix: fewer verbs, higher overlap (antipattern-second-system).antipattern-input-lie— a guard “should” have heard you but didn’t, or did unfairly. Fix: perception must match its telegraph exactly.
Anchors
anchor-dishonored— the reference: sight/sound AI, a verb toolkit (Blink, Possession, Windblast), interacting hazards, and Chaos as consequence. Study how each power multiplies the others.anchor-outer-wilds— the knowledge-is-progress, systems-reset variant; proof that the toolkit can be understanding instead of items.anchor-shadow-of-mordor— the nemesis system as emergent, remembered narrative.
Neighbors worth raiding: genre-stealth (the detection core), genre-metroidvania (verb-gated space), genre-action-adventure (the traversal+combat frame).
Verify
Prove the systems, not the vibe. Reachability of every intended route belongs in a pure solver; the stealth detection and consequence model verify against design/FUN.md#5-·-stealth. Feel and legibility are proven in JUICE/JUDGE, not asserted here.