{"schemaVersion":1,"record":{"key":"mechanic/systemic-worlds--t262","type":"mechanic","id":"systemic-worlds--t262","lang":"en","title":"Physical materials, deformation and destruction","summary":"Materials determine responses to force and damage; deformation and destruction create a new interaction structure.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/systemic-worlds--t262/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/systemic-worlds--t262.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/systemic-worlds--t262.md","aliases":["Materials, deformation and destruction"],"tags":["Systemic worlds, randomness and NPC behavior","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-4ef7f765b3c929c4"],"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-4ef7f765b3c929c4","title":"Noita","url":"https://store.steampowered.com/app/881100/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Materials determine responses to force and damage; deformation and destruction create a new interaction structure."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t262-variants\"></a>\n\n- Elasticity restores shape after a load. <a id=\"t262-v1\"></a>\n- Plasticity preserves a dent after contact. <a id=\"t262-v2\"></a>\n- Brittleness splits objects above a threshold. <a id=\"t262-v3\"></a>\n- Fragments inherit selected original properties. <a id=\"t262-v4\"></a>"},{"id":"example","title":"Design example","body":"A thin panel bends open while a glass divider breaks into separate obstacles.\n\nPrototype check: Test traversal and fragment interactions after saving and loading a destroyed scene."},{"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":"t262","title":"Systemic worlds, randomness and NPC behavior","url":"https://gamemechanics.pro/en/mechanics/systemic-worlds/#t262","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Materials, deformation and destruction","description":"Materials determine responses to force and damage; deformation and destruction create a new interaction structure.","image":{"src":"images/mechanics/adventure-noita-06.webp","width":1440,"height":810,"game":"Noita","sourceUrl":"https://store.steampowered.com/app/881100/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/881100/ss_a2797d36d19106bde83824e84dfb6694aeed6bba.1920x1080.jpg?t=1675987871","credit":"Nolla Games","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Lava flows between solid walls","alt":"Lava flows between solid walls","markers":[{"x":67,"y":41,"label":"Liquid material follows an open path"}]},"tips":["Connect a material’s appearance to its predictable response."],"examples":[{"title":"Noita","url":"https://store.steampowered.com/app/881100/"}]}},"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"}}