---
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
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
---
# Systemic interactions and immersive sims

id: systemic-worlds--t260
type: mechanic
key: mechanic/systemic-worlds--t260
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/systemic-worlds--t260/

Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations.

## At a glance

![Half-Life 2: The Gravity Gun holds a saw blade at a distance.](https://gamemechanics.pro/images/mechanics/impact-telekinesis.webp)

[Half-Life 2](https://gamemechanics.org/patterns/telekinesis) · 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.

[Source recording](https://cdn.gamemechanics.org/webm/half_life_2_gravity_gun_saw.webm), 6.1 s

1. Object held in the air
2. Device for remote manipulation

- Apply shared object properties across different problem contexts.

- [Half-Life 2](https://gamemechanics.org/patterns/telekinesis)

## How it works

Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations.

## Variants

### Mechanic variants

<a id="t260-variants"></a>

- Materials determine responses to effects. <a id="t260-v1"></a>
- Environments carry effects between objects. <a id="t260-v2"></a>
- Tools work beyond a scripted target. <a id="t260-v3"></a>
- Consequences persist after the player leaves. <a id="t260-v4"></a>

## Design example

A metal crate becomes a conductor, pressure-plate weight or movable cover under shared rules.

Prototype check: Test one property across object classes so visually identical rules do not hide inconsistent exceptions.

## Context and limits

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.

## Connected materials

- Sources in the selection: [State: Game Programming Patterns](https://gamemechanics.pro/en/resources/#resource-state-pattern) (key: resource/state-pattern)

## Sources and 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.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown) (id: source-3817d420df0baa92)
- [Half-Life 2](https://gamemechanics.org/patterns/telekinesis) (id: source-f32caf4ef72183bb)

CC-BY-4.0 · gamemechanics.pro contributors
