{"schemaVersion":1,"record":{"key":"mechanic/systemic-worlds--t260","type":"mechanic","id":"systemic-worlds--t260","lang":"en","title":"Systemic interactions and immersive sims","summary":"Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/systemic-worlds--t260/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/systemic-worlds--t260.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/systemic-worlds--t260.md","aliases":["Systemic interactions"],"tags":["Systemic worlds, randomness and NPC behavior","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-f32caf4ef72183bb"],"sources":[{"id":"source-3817d420df0baa92","title":"Robert Nystrom: State","url":"https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown","verifiedAt":null},{"id":"source-f32caf4ef72183bb","title":"Half-Life 2","url":"https://gamemechanics.org/patterns/telekinesis","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t260-variants\"></a>\n\n- Materials determine responses to effects. <a id=\"t260-v1\"></a>\n- Environments carry effects between objects. <a id=\"t260-v2\"></a>\n- Tools work beyond a scripted target. <a id=\"t260-v3\"></a>\n- Consequences persist after the player leaves. <a id=\"t260-v4\"></a>"},{"id":"example","title":"Design example","body":"A metal crate becomes a conductor, pressure-plate weight or movable cover under shared rules.\n\nPrototype check: Test one property across object classes so visually identical rules do not hide inconsistent exceptions."},{"id":"context","title":"Context and limits","body":"A systemic world applies shared rules to multiple objects so players can predict new combinations from known interactions. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[{"type":"uses","direction":"outgoing","label":"Sources in the selection","key":"resource/state-pattern","title":"State: Game Programming Patterns","url":"https://gamemechanics.pro/en/resources/#resource-state-pattern","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/state-pattern.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/state-pattern.md"}],"placements":[{"catalogId":"systemic-worlds","id":"t260","title":"Systemic worlds, randomness and NPC behavior","url":"https://gamemechanics.pro/en/mechanics/systemic-worlds/#t260","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Systemic interactions","description":"Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations.","image":{"src":"images/mechanics/impact-telekinesis.webp","width":600,"height":332,"game":"Half-Life 2","sourceUrl":"https://gamemechanics.org/patterns/telekinesis","originalUrl":"https://cdn.gamemechanics.org/webm/half_life_2_gravity_gun_saw.webm","sourceFrameSeconds":6.1,"credit":"Valve; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"The Gravity Gun holds a saw blade at a distance","alt":"Half-Life 2: The Gravity Gun holds a saw blade at a distance.","markers":[{"x":55,"y":44,"label":"Object held in the air"},{"x":66,"y":70,"label":"Device for remote manipulation"}]},"tips":["Apply shared object properties across different problem contexts."],"examples":[{"title":"Half-Life 2","url":"https://gamemechanics.org/patterns/telekinesis"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/systemic-worlds"}}