An analysis of creature collection state systems

Posted: 16 Feb 2025. Last modified on 17-Feb-25.

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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


Devolution

Description: Reverts a creature to a previous state.

graph RL Charizard --> Charmeleon; Charmeleon --> Charmander;

Triggers:

Examples:


Fusion

Description: Combines two or more creatures into a new, more powerful form.

graph LR MetalGarurumon --> Omnimon; WarGreymon --> Omnimon;

Triggers:

Examples:


Transformation

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

Examples:


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:

Examples:


Mutation

Description: Causes random or semi-random changes in stats, abilities, or appearance.

graph LR Charmander --> mime[Mr. Mime];

Triggers

Examples:


Divergence (Branching Evolution)

Description: Allows a creature to branch into multiple potential forms.

graph LR Eevee --> Vaporeon; Eevee --> Jolteon; Eevee --> Flareon;

Triggers:

Examples:


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:

Examples:


Augmentation

Description: Enhances or modifies a creature without changing its form.

Triggers:

Examples:


Absorption

graph LR a1[Apple] --> Snorlax; a2[Apple] --> Snorlax; a3[Apple] --> Snorlax;

Triggers:

Examples:


Skill Transference (Inheritance)

graph LR c[Charizard M] --> Egg dg[Dragonite F] --> Egg; Egg --> d[Dratini with Charizard Moves];

Triggers:

Examples:


Modular Customization

Description: Allows creatures to change abilities or traits via interchangeable parts.

Triggers:

Examples:


Summoning or Manifestation

Description: Temporarily calls a powerful form, ally, or avatar.

Triggers:

Examples:


Decay (Reverse Evolution)

Description: A creature weakens over time or due to neglect.

Triggers:

Examples:


Hybridization

Description: Merges traits from two creatures without creating an entirely new species.

Triggers:

Examples:


Temporal Transformation

Description: Changes a creature based on time-related factors.

Triggers:

Examples:


Energy-State Changes

Description: Alters form based on energy levels.

Triggers:

Examples:

-Overdrive mechanics in RPGs.


Cultural or Social Evolution

Description: Evolves a creature based on interactions or group dynamics.

Triggers:

Examples: