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Atomic Object System: The Balance and Innovation Path of Game Design
Atomic Object System: A New Approach to Innovative Game Design
The atomic object system is an innovative design pattern that allows for the creation of composable objects while maintaining the overall balance of the game world. In this system, each object is made up of fundamental particles whose properties stem from these constituent atoms. This approach enables the inhabitants of the game world to create objects with entirely new attributes, breaking through the limitations of traditional game design.
Design Concept
Traditional game worlds typically have a set of predefined items, as designers need to prioritize player enjoyment over autonomy. To provide a satisfying gaming experience, designers must carefully balance various systems to ensure players receive the right items at the right time. Powerful or valuable items often require substantial resources to acquire or are restricted by skill trees and upgrade paths to prevent game imbalance.
This balance is particularly difficult in multiplayer games. Single-player games can be adjusted according to the player's progress and skill, but in a multiplayer environment, changing one player's reality may affect the experience of other players. Therefore, multiplayer games require mechanisms that are closer to real economic systems, which has always been a major challenge in game design.
The Appeal of Autonomous Worlds
One of the great attractions of an autonomous world is that residents can freely design and create entirely new things. To achieve this, we cannot rely on game designers to manually adjust every newly added item. Instead, the autonomous world relies on clear narrative rules or digital physical laws that define what can happen in the world and set the conditions for its expansion.
The Mechanism of Atomic Object Systems
The atomic object system provides an easily understandable and self-balancing mechanism for composability. Players can freely create new objects at any power level, but must first obtain the required atoms by decomposing existing objects. This mechanism allows players to break through the limitations of hard-coded crafting trees while maintaining balance by requiring effort proportional to the complexity of the created objects.
Application in Games
This system has been applied in various types of games, including:
Many other games also incorporate crafting systems as part of specific subsystems, such as weapon crafting in "Fallout" or "Dragon Age," and the cooking mechanics in "The Legend of Zelda: Breath of the Wild."
Future Development Direction
In the future, the atomic object system may expand by adding atomic types. It is still unclear how many types of atoms are needed to achieve a "Turing complete design space", but researchers are exploring this issue. Another direction of development is to allow atoms to not only affect battle data but also influence other game attributes, such as movement speed or skill acquisition.
The atomic object system has opened up new possibilities for game design, allowing players to create and explore more freely while maintaining the balance of the game world. With advancements in technology and the continuous emergence of creativity, we can expect to see more innovative applications of this system in future games.