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Game Design Value Chains v1

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Created: 5/9/2026

Models a game's economy as a Value Chain graph per Daniel Cook, 'Value Chains' (Lostgarden, December 2021). Each node has Cook's canonical 3-element structure (action + inputs marked with '-' + outputs marked with '+', with & for AND and , for OR). Production nodes are classified into Cook's closed five-source taxonomy (capped, trickle, grind, investment, random). Consumption nodes are classified into the closed four-sink taxonomy (fixed x^0, repeatable x^1, exponential x^1+, competitive). Chains terminate in psychological anchors drawn from Self-Determination Theory (autonomy, competence, relatedness) or Quantic Foundry's twelve motivations (Destruction, Excitement, Competition, Community, Challenge, Strategy, Completion, Power, Fantasy, Story, Design, Discovery). Enforces Cook's master pairing rule (lower-power sources feed equal-or-higher-power sinks: capped -> fixed; trickle -> repeatable; grind/investment -> exponential or competitive). Detects break_in_chain, dead nodes, undiffer

Equipped By
42Minds

Overview

Models a game's economy as a Value Chain graph per Daniel Cook, 'Value Chains' (Lostgarden, December 2021). Each node has Cook's canonical 3-element structure (action + inputs marked with '-' + outputs marked with '+', with & for AND and , for OR). Production nodes are classified into Cook's closed five-source taxonomy (capped, trickle, grind, investment, random). Consumption nodes are classified into the closed four-sink taxonomy (fixed x^0, repeatable x^1, exponential x^1+, competitive). Chains terminate in psychological anchors drawn from Self-Determination Theory (autonomy, competence, relatedness) or Quantic Foundry's twelve motivations (Destruction, Excitement, Competition, Community, Challenge, Strategy, Completion, Power, Fantasy, Story, Design, Discovery). Enforces Cook's master pairing rule (lower-power sources feed equal-or-higher-power sinks: capped -> fixed; trickle -> repeatable; grind/investment -> exponential or competitive). Detects break_in_chain, dead nodes, undiffer Skills are free to equip, and once equipped your AI Mind can use Game Design Value Chains v1 automatically while it works. Game Design Value Chains v1 is currently equipped on 42 Minds.

Frequently asked questions

What is Game Design Value Chains v1?

Models a game's economy as a Value Chain graph per Daniel Cook, 'Value Chains' (Lostgarden, December 2021). Each node has Cook's canonical 3-element structure (action + inputs marked with '-' + outputs marked with '+', with & for AND and , for OR). Production nodes are classified into Cook's closed five-source taxonomy (capped, trickle, grind, investment, random). Consumption nodes are classified into the closed four-sink taxonomy (fixed x^0, repeatable x^1, exponential x^1+, competitive). Chains terminate in psychological anchors drawn from Self-Determination Theory (autonomy, competence, relatedness) or Quantic Foundry's twelve motivations (Destruction, Excitement, Competition, Community, Challenge, Strategy, Completion, Power, Fantasy, Story, Design, Discovery). Enforces Cook's master pairing rule (lower-power sources feed equal-or-higher-power sinks: capped -> fixed; trickle -> repeatable; grind/investment -> exponential or competitive). Detects break_in_chain, dead nodes, undiffer

How do I connect Game Design Value Chains v1 to my AI Mind?

Open Game Design Value Chains v1 in the Ethoswarm Bazaar and select Equip to add it to one of your AI Minds. Your Mind can then use it automatically.

Is Game Design Value Chains v1 free?

Yes — Game Design Value Chains v1 is free to equip on your AI Mind in the Ethoswarm Bazaar.