Mechanics assessment methodology
Clan system
- Current version:
- 0.4
- Assessment review:
- research draft — 206 assessments
- Observation window:
- September 2, 2026
Counts include catalog games only, matching the mechanics pages. They show research coverage, not market share.
- Games assessed from the catalog:
- 200 games
- Assessments recorded:
- 206 assessments
- With a final depth:
- 60 assessments
- Rubric scores:
- 420 scores
- Field values:
- 7 values
- Values marked Unknown:
- 1 value
Rubric components
Components describe the mechanic as observed. Each is scored from 0 to 4, or marked unknown or not applicable. The final level reflects the overall pattern, not an average. Component-level definitions are not stored in the database; they remain in the methodology’s source document.
Identity and communication
Name, tag, chat, profile, coordination tools, and the organization's public presence.
Governance and permissions
Roles, permissions, task, resource, and membership management, plus diplomatic and territorial authority.
Shared progression
Collective levels, research, upgrades, and the organization's seasonal progression.
Shared assets and economy
Storage, treasury, production, resource distribution, and organization infrastructure.
Collective goals and content
Tasks, challenges, rankings, and content where the organization is the unit of participation.
Competition, territory, and politics
Inter-clan events, alliances, diplomacy, ownership of locations, and influence on the world.
Game integration
How strongly the system connects to several core game loops and affects player decisions.
Final level steps
All steps are shown, including those with no games. At levels 1–5, zero means no matching games were found; it is different from an unassessed step. A game with multiple scopes at different depths appears at each relevant step, so totals can exceed the number of assessed games. Required conditions for levels 3–5 are documented outside the database.
The first count shows games with an exact result. “No higher than N” results and results with no recorded form are shown separately and are not added to the exact count.
- 0 of 5 — None0 games in the Catalog
There is no built-in persistent organization.
Level 0 is empty by design. An absent mechanic is recorded through presence, not as depth level 0, and receives no depth level. The mechanics page shows assessment and presence counts.
- 1 of 5 — Identity layer0 games in the Catalog; 14 more marked “at most”
The organization provides a tag, member list, and communication.
- 2 of 5 — Utility layer0 games in the Catalog; 22 more marked “at most”
Useful features, small rewards, or a simple collective activity.
- 3 of 5 — Developed system2 games in the Catalog; 15 more marked “at most”
Meaningful progression, governance, assets, or regular collective goals.
- 4 of 5 — Major gameplay system1 game in the Catalog; 4 more marked “at most”
The organization materially affects access, progression, the economy, or competitive play.
- 5 of 5 — World-shaping institution0 games in the Catalog
The organization is an independent strategic actor that affects the persistent state of the world.
Module fields
Observations the module requires with each assessment. They help verify that the conclusion follows from the observed implementation. Section names are stored as free text and may reference more than one section.
- Mode state
Whether the mode is active now: wait times, merged or closed formats, fewer available spaces, and public developer explanations about a lack of participants. Stored separately from depth and reach because a fading mode has the same component profile as a growing one: its rules, features, and rewards remain in place.
- Value type:
- Text, single value
- Requirement:
- Required when applicable
- Methodology section:
- 4
Required when: Wherever the mode may be fading.
Version history
Changes recorded for each module version. Assessment versions are matched against this history because different rubric versions may produce different levels.
- Version 0.4 Current Adoption date not recorded
Integrated into the unified methodology document and aligned with its shared terminology.
- Version 0.3Adoption date not recorded
Added membership boundaries and result persistence; separated ordinary group play from clan-only content; established that a component profile change does not always change the final level; made selection of a specific product line mandatory; defined the final level as a filter attribute and the component profile as the main analytical view.
- Version 0.2Adoption date not recorded
Added the external organization layer and form of collective interaction; distinguished the sum of individual contributions from joint activity; separated announced and data-mined features from released ones; confirmed the need for segment-level assessments.
- Version 0.1Adoption date not recorded
Defined presence, depth components, relevance, use, dependency, evidence, and confidence.
Versions used for recorded assessments
This list is based on assessments, not version history. Versions with no recorded assessments are omitted. Reassessment replaces the previous record, so zero for an older version would misleadingly imply that it was never used.
- Version 0.4:206 assessments across 200 games
What the full methodology covers
This page shows what is stored in the database: rubric components, final-level criteria, module fields, and version history. The source document also defines required conditions for levels 3–5, component scoring from 0–4, source priority, minimum evidence, and common classification errors.
Each level criterion above is a short database summary, not the full rule. The complete rule also defines component thresholds and required observations.
The source document has no public URL, so this page cannot link to it. The section shown beside each module field points to the relevant place in that document.