Archetypes

Players and Entities

Expected player's behavior models in a dynamic balance environment. Each player may find a comfort zone for difficulty, profit, and style of play.

An I - Some MEGA thing controlled by the game(AI). Driving the global game cycle.

The Tree - An entity, which always produces. Needs initial contribution.

Progenitors - Initial entities, defending the rules generated by the I,

Spirits - Unbodied entities. Spectators, influencers.

Creations - Several other entities controlled by players and AI in RPG/RTS style.

Griffers - Demons, which are opposed to the I. Can be controlled after direct donation. Risky and greedy.

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