Faction Identity — making sides feel distinct in fiction
What it is. system-faction-asymmetry makes factions play differently.
This module makes them feel like different peoples. A faction reads when its
silhouette, values, colour, and motif all say the same thing — so a player
knows which side they’re looking at from one frame, and knows what that side
believes from one unit. Mechanical asymmetry without fictional identity is a
stat-sheet; fictional identity without asymmetry is a costume.
Player fantasy / why it’s fun. Players don’t main a faction for its numbers; they main it because it’s theirs. Identity is what they’re loyal to. A distinct faction is a distinct fantasy: the swarm, the disciplined line, the desperate salvagers.
The four identity channels
Every faction needs a coherent answer on all four. When they agree, the faction is legible; when they clash, it’s noise.
| Channel | The question | Read at a glance? |
|---|---|---|
| Silhouette | Could you name the faction from a black shape? | Yes — shape is the fastest read |
| Values | What does this people believe / fear / want? | Slower — read through behaviour & lore |
| Colour | Which Regalia hue owns this faction? | Yes — one accent per side |
| Motif | The repeated visual/verbal signature (a shape, a word, a ritual) | Yes — the thing that recurs |
The strongest factions map a value onto a mechanic onto a look in one line:
the disciplined line believes in order → fights in formation (mechanic) →
straight silhouettes, the ink navy (look). Change any one and the other two feel
wrong.
Vectors / options — where to source contrast
Pick a primary axis of difference and let all four channels express it:
| Contrast axis | Faction A pole | Faction B pole | Expresses through |
|---|---|---|---|
| Order ↔ chaos | rigid, geometric, few | teeming, organic, many | silhouette density; formation vs swarm |
| Growth ↔ decay | living, verdant, green | rusted, salvaged, bark | material & motif |
| Sky ↔ earth | tall, pale, airy | low, heavy, grounded | silhouette height; ground vs flight |
| Old ↔ new | weathered, ritual, ink | sharp, forged, bright | tone & naming register |
| Predator ↔ prey | angular, forward, few | rounded, defensive, many | shape language; posture |
Two factions should sit at opposite poles of the same axis — that’s what makes them read as a pair rather than two unrelated design docs. StarCraft’s three sit on order↔chaos↔hybrid; each is a clean silhouette and a clean fantasy.
Method
- Pick the contrast axis that matches your mechanical asymmetry
(
system-faction-asymmetry). If Faction A masses cheap units and B fields few elites, your axis is chaos ↔ order — build fiction on that. - Write each faction’s value in one sentence — what they believe and fear.
This drives naming (
world-naming-and-tone) and behaviour. - Assign one owning hue per faction from the Regalia set. One accent each, never shared — colour is the fastest faction read (see hook).
- Design the silhouette rule. A shape language each faction obeys: straight-and-tall vs low-and-organic. Test it as black shapes — if you can’t tell them apart in silhouette, neither can the player mid-fight.
- Choose the motif — one recurring signature (a broken-lantern crest, a word that only they use, a ritual gesture). It appears on units, HUD, and lore.
- Cross-check the triangle. Value ↔ mechanic ↔ look must agree for each faction. A “peaceful” faction with the aggressive kit is a contradiction the player feels but can’t name.
Worked example
Axis: growth ↔ decay, on a drowned-coast world.
| The Tidewardens | The Wracksalvage | |
|---|---|---|
| Value | keep the light; hold the line | take what the sea gives; owe nothing |
| Silhouette | tall, straight lanterns & robes | low, hunched, jury-rigged hulls |
| Colour | ink navy + paper | bark + gold |
| Motif | the unbroken flame | the scavenged hook |
| Mechanic | few, durable, defensive (holds ground) | many, cheap, opportunistic (swarms wrecks) |
You can tell them apart as black shapes; you can tell them apart by a single hue; and each look is the mechanic. That’s a legible pair.
Aesthetic hook
Colour is the fastest faction read the JUDGE has an axis for (palette harmony).
Give each faction one owning accent from the Regalia set — ink reads as
disciplined and cool, bark and gold as desperate and warm, green as living,
rose as aggressive. Because they all belong to one
harmonised set (npm run palette, AA-gated), factions can be distinct without
clashing — the whole frame stays one world, which is exactly the JUDGE’s
palette-harmony bar (design/JUDGE.md axis 3). Keep silhouette contrast doing the
heavy lifting so the sides read even where their pooled sprites share a lit
scene — contrast lives in the edge and shape, not only the fill
(docs/CONVENTIONS.md). Pair with world-aesthetic-direction to brief the
look and pattern-readability to keep both sides salient in a crowd.
Traps
- Palette-swap factions. Same silhouette, different hue. Players read them as the same side in two colours. Silhouette first, colour second.
- Look that fights the mechanic. A “gentle” faction with a hyper-aggressive kit. The triangle (value ↔ mechanic ↔ look) must close.
- Shared accent. Two factions on the same hue are indistinguishable at distance. One owning accent each.
- Motif overload. Five crests and three slogans dilute the one that matters. One motif per faction, repeated.
- Fiction with no mechanical asymmetry. If the sides play identically, the
identity is a costume — pair with
system-faction-asymmetryor drop to one faction.
Composes with
system-faction-asymmetry— the mechanical difference this module dresses; they must be authored together.world-aesthetic-direction— turns each faction’s colour/silhouette rule into a briefed, JUDGE-passing look.world-naming-and-tone— faction names and the words only they use.pattern-readability— keeps competing factions salient in a busy frame.
See also
design/JUDGE.md— readability & palette-harmony axes: can you find and name each side instantly, in one world’s colours?anchor-starcraft— three rosters, one balance, three unmistakable silhouettes.anchor-shadow-of-mordor— factions of individuals whose identity is emergent memory.