Product behaviours — building and inhabiting graph-worlds
Source path: knowledge-base/knowledge/product/behaviours/overview.md
# Product behaviours — building and inhabiting graph-worlds > Owns the repeated product behavior. [Positioning](../positioning/index.md) owns the message; the > [World concept contract](../../../specs/world/README.md) owns the stable future concept. Existing > feature specs own shipped interaction details. Meridians has one Domain substrate, two games, and a directed presentation layer: 1. **Build and orient** — extraction and the Program make System, World, Fate, canon, and topology inspectable. 2. **Explore through Scenario** — work at a branch's frontier, play possibilities, and develop the raw world. 3. **Stage for an audience** — compose authorised state, reusable assets, performances, sound, and variable cameras into a fixed audiovisual experience without writing presentation choices into canon. 4. **Prototype continuation in text** — run abstract World forms in parallel to test per-seat context, partial information, tools, resources, cadence, and Will from several sources at lower cost. 5. **Inhabit through World** — deploy a preset or custom parallel world with situated human and agent seats. 6. **Inject Will** — each seat receives its own context and chooses natural-language or manual MCP tool calls during the World's active cadence. 7. **Return to what changed** — Stories and the Studio reveal world movement through appropriate cameras; the canonical record remains the source of truth. World's precise phase loop is deliberately open. The universal behavioral commitments are smaller: - every World is turn-based and clocked; - closed hours and weekends can be part of play; - constant agent availability must not become the price of human participation; - a seat may represent a character, location, artifact, or another Domain-authorized entity; - context and available tools are situated per seat; - information must travel according to the Domain's topology and communication regime; - presets make play immediate while Domain settings permit different games; - pause, conclusion, migration, and upgrade are valid lifecycle outcomes; - metrics name the world, ruleset, perspective, interval, and limits they measure. The felt success is a world that acquired history through plural Will—not another generated answer or a score detached from the conditions that produced it.Open on GitHub
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