An analysis of creature collection state systems
Posted: 16 Feb 2025.
Last modified on 17-Feb-25.
This article will take about 6 minutes to read.
In games that have both collectible creatures and battle mechanics, there are some design patterns that tend to emerge. The state that the creature is in, and how it relates to other creatures, changes in predictable ways. Many games use several techniques for different creatures, in order to make them feel unique. Some examples of games that fall into this category are Pokemon, Yugioh, Digimon. The same patterns can be found in anime, usually of the Shonen variety, where teams of “superheroes” follow the same patterns as battling creatures.
Revised Table of State Change Systems
Changing species
Evolution
Description: Transforms a creature into a more advanced form, often improving stats and abilities.
graph LR
Charmander --> Charmeleon
Charmeleon --> Charizard;
Triggers
- Level-based: Reaches a specific level, such as these Pokemon
- Item-based: Uses a specific evolution item, such as these pokemon
- Environmental: Evolves in a particular location or under specific conditions, such as pokemon that evolve in a magnetic field
- Friendship-based: Evolves through high affinity with the player, such as these pokemon
- Battle-dependent: Evolves after winning against specific opponents, such as the pokemon Kingambit
Devolution
Description: Reverts a creature to a previous state.
graph RL
Charizard --> Charmeleon;
Charmeleon --> Charmander;
Triggers:
- Player choice: Manual downgrade.
- Item-based: Requires a devolution artifact.
- Environmental triggers: Occurs under specific conditions.
Examples:
Fusion
Description: Combines two or more creatures into a new, more powerful form.
graph LR
MetalGarurumon --> Omnimon;
WarGreymon --> Omnimon;
Triggers:
- Specific combination: Requires predefined creatures.
- Item-based: Requires a fusion-specific item.
- Location-based: Occurs in designated fusion zones.
Examples:
Description: Temporarily changes a creature’s form, abilities, or stats.
graph LR
Charmander --> Charmeleon
Charmeleon --> Charizard
Charizard --> mc[Mega Charizard]
mc[Mega Charizard] --> Charizard;
Triggers
- Ability-based: Triggered by activating a special move.
- Item-based: Requires a transformation item.
- Environmental: Changes based on time of day, weather, or battle conditions.
Examples:
- Mega Evolution (Pokémon).
- Mode Change (Digimon alternate forms).
Ascension
Description: Grants a creature access to divine or ultimate powers, often permanent. A bonus that is given upon “completion”.
graph LR
Charmander --> Charmeleon
Charmeleon --> Charizard
Charizard --> mc[Charizard+]
Triggers:
- Max-level requirement: Reaches maximum level.
- Special quest completion: Requires completing a unique challenge.
- Rare item usage: Uses a powerful ascension item.
Examples:
- God-tier or ultimate evolutions in RPGs.
Mutation
Description: Causes random or semi-random changes in stats, abilities, or appearance.
graph LR
Charmander --> mime[Mr. Mime];
Triggers
- Exposure-based: Contact with radiation, chemicals, or anomalies.
- Experimental: In-game lab-based modifications.
- Random events: Unpredictable mutation triggers.
Examples:
- Glitch Pokémon transformations.
- Experimental Digimon forms.
Divergence (Branching Evolution)
Description: Allows a creature to branch into multiple potential forms.
graph LR
Eevee --> Vaporeon;
Eevee --> Jolteon;
Eevee --> Flareon;
Triggers:
- Player choice: Direct decision by the player.
- Stat-dependent: Based on creature’s attributes (e.g., attack vs. defense).
- External factors: Environment or item-based divergence.
Examples:
- Eevee’s evolutions (Pokémon).
- Digimon’s split-evolution paths.
Reincarnation
Description: Resets a creature to an earlier state or a new form while retaining some traits.
graph LR
Charmander --> Charmeleon;
Charmeleon --> Charizard;
Charizard --> Charmander;
Triggers:
- Death-based: Happens upon defeat.
- Item-based: Requires a reincarnation artifact.
- Ritual-based: Special in-game process.
Examples:
- Resetting Digimon to In-Training form.
- Reincarnation mechanics in RPGs.
Augmentation
Description: Enhances or modifies a creature without changing its form.
Triggers:
- Item-based: Uses upgrade items or equipment.
- Skill-based: Unlocks augmentations via training.
- External effects: Buffs from allies or environment.
Examples:
- Pokémon held items.
- Digimon armor upgrades.
Absorption
- Description: A creature consumes another creature or resource to strengthen itself.
graph LR
a1[Apple] --> Snorlax;
a2[Apple] --> Snorlax;
a3[Apple] --> Snorlax;
Triggers:
- Defeating enemies.
- Consuming items.
- Ritual-based absorption.
Examples:
- Absorbing enemies for power (Shin Megami Tensei).
Skill Transference (Inheritance)
- Description: A creature gains skills or traits from another without changing form.
graph LR
c[Charizard M] --> Egg
dg[Dragonite F] --> Egg;
Egg --> d[Dratini with Charizard Moves];
Triggers:
- Merging creatures.
- Training under a mentor.
- Using an inheritance item.
Examples:
- Passing down egg moves (Pokémon).
Modular Customization
Description: Allows creatures to change abilities or traits via interchangeable parts.
Triggers:
- Equipping items.
- Unlocking new modules.
- Events
- Interaction with an NPC
Examples:
- Pokémon move tutor system.
Summoning or Manifestation
Description: Temporarily calls a powerful form, ally, or avatar.
Triggers:
- Using summoning items.
- Filling a battle meter.
Examples:
- Summoning Espers (Final Fantasy).
Decay (Reverse Evolution)
Description: A creature weakens over time or due to neglect.
Triggers:
- Lack of care.
- Overuse of abilities.
Examples:
- Digimon losing form from neglect.
Hybridization
Description: Merges traits from two creatures without creating an entirely new species.
Triggers:
- Breeding mechanics.
- Environmental exposure.
Examples:
- Pokémon breeding mechanics.
Description: Changes a creature based on time-related factors.
Triggers:
- Time of day
- Moon phases
- Aging
Examples:
- Lycanroc’s day/night forms (Pokémon).
Energy-State Changes
Description: Alters form based on energy levels.
Triggers:
- Charging or depleting a resource meter.
- External energy sources.
Examples:
-Overdrive mechanics in RPGs.
Cultural or Social Evolution
Description: Evolves a creature based on interactions or group dynamics.
Triggers:
- Community-building.
- Social bonds with the player.
Examples:
- Evolution via group synergy in certain RPGs.