MeridiansMeridians

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.
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