{
    "model": {
        "rank": 6163,
        "code": "thing-q175173",
        "model_id": "vr.tr.massively-multiplayer-online-role-playing-game",
        "name": "massively multiplayer online role-playing game",
        "purpose": "Enable an AI agent to recognise a massively multiplayer online role-playing game, assess the condition of its persistent worlds and participation systems, and determine which actions are available and permitted.",
        "family": "Thing Registry",
        "category": "Physical world and living systems",
        "status": "research-draft",
        "kind": "thing",
        "plane": "PHY",
        "domain": "PHY.OBJ",
        "industry": "",
        "version": "",
        "url": "/models/thing/q175173/",
        "tier": 2,
        "score": 62,
        "payload": {
            "layer": "wikidata",
            "aliases": [
                "social VR",
                "turn-based MMORPG",
                "massively multiplayer browser role-playing game"
            ],
            "aliasCount": 3,
            "merged": 3,
            "knownIn": 62,
            "facets": null,
            "markers": [],
            "lexicalClass": "",
            "senseRank": null,
            "alsoRegisteredAs": null,
            "source": {
                "dataset": "wikidata",
                "item": "Q175173",
                "url": "https://www.wikidata.org/wiki/Q175173",
                "license": "CC0 1.0"
            }
        },
        "research": {
            "vercy": "1.0-draft",
            "publication": {
                "status": "research-draft",
                "adjudicationStatus": "unreviewed",
                "publishableCanonical": false,
                "generatedAt": "2026-09-07T11:56:00Z",
                "providers": [
                    "Codex",
                    "Grok"
                ],
                "missingProviders": [],
                "pass": 2,
                "cost": {
                    "grok": {
                        "usd": 0.0102646,
                        "turns": 1,
                        "seconds": 120.4,
                        "error": null
                    },
                    "codex": {
                        "seconds": 82.7,
                        "error": "Reading additional input from stdin...\nOpenAI Codex v0.153.3\n--------\nworkdir: R:\\02_PROJECTS\\02_Meta_Models_Platforms\\Ver.cy\\current\\thing-registry-backlog\nmodel: gpt-6-astra\nprovider: openai\napproval: never\nsandbox: read-only\nreasoning effort: none\nreasoning summaries: none\nsession id: 01a07bb5-1adb-7f63-bddc-937caff7c0be\n--------\nuser\nYou are drafting a Vercy meta-model for one registered thing. Answer as JSON only, no prose around it.\n\nThing: massively multiplayer online role-playing game\nRegistry id: vr.tr.massively-multiplayer-online-role-playing-game\nPlane / domain: PHY / PHY.OBJ\nRegist"
                    }
                }
            },
            "metaModel": {
                "id": "THING-Q175173",
                "registryId": "vr.tr.massively-multiplayer-online-role-playing-game",
                "name": "massively multiplayer online role-playing game",
                "version": "0.1.0-research.1",
                "entryKind": "thing",
                "family": "Thing Registry",
                "domain": [
                    "PHY.OBJ"
                ],
                "status": "research-draft"
            },
            "canonicalUrl": "https://ver.cy/models/thing/q175173/",
            "model": {
                "registry_id": "vr.tr.massively-multiplayer-online-role-playing-game",
                "name": "massively multiplayer online role-playing game",
                "purpose": "Enable an AI agent to recognise a massively multiplayer online role-playing game, assess the condition of its persistent worlds and participation systems, and determine which actions are available and permitted.",
                "definition": "A networked role-playing video game in which a large concurrent player population inhabits a persistent shared virtual world, each player embodied as a character whose abilities, inventory and social standing accumulate through play and remain in the world between sessions.",
                "scope_statement": "This model owns the MMORPG as an operated game: its persistent role-playing worlds, character progression, population organisation, multiplayer activities, virtual economy, participation rules and service lifecycle, while distinguishing the game from individual installations, accounts and server deployments.",
                "in_scope": [
                    "Game identity, editions and boundaries between official services, realms, shards and regional versions",
                    "Persistent characters, role differentiation, progression and consequences of character choices",
                    "Shared-world population, social organisation and cooperative or competitive play",
                    "Virtual goods, currencies, trading and progression-related monetisation",
                    "Access conditions, player permissions, moderation and service availability",
                    "Updates, seasonal resets, migrations and preservation or loss of persistent player state"
                ],
                "out_of_scope": [
                    "Player identities, personal circumstances and account credentials",
                    "Individual computers, consoles, network connections and hosting infrastructure",
                    "The developer or publisher as an organisation",
                    "Payment processing, banking and external marketplaces as independent services",
                    "Standalone lore, fictional characters and other works within the same franchise",
                    "Separate private-server services or derivative games whose relationship requires its own model"
                ],
                "distinguishing_features": [
                    "Participants develop persistent player characters with consequential roles, abilities or attributes across multiple sessions; a shared online lobby alone does not establish role-playing persistence.",
                    "The game organises participation around an enduring shared world or world population, rather than only isolated matches whose social and gameplay state ends with each match.",
                    "Its multiplayer architecture supports a population beyond a single fixed cooperative party, although evidence must establish how that population is divided among realms, zones and instances.",
                    "Character progression and interactions with other players are central playable systems; a social virtual world with optional role-play does not qualify on that feature alone.",
                    "Separate instances can coexist with MMORPG identity when they connect to persistent characters and a broader shared-world population; simultaneous visibility of every participant is not required."
                ],
                "characteristics": [
                    {
                        "name": "Service and version identity",
                        "kind": "relation",
                        "unit_or_values": "Named game, edition, ruleset, region, operator and observation date",
                        "why_it_matters": "Prevents an agent from applying the population, rules or availability of one service variant to another."
                    },
                    {
                        "name": "Character persistence regime",
                        "kind": "category",
                        "unit_or_values": "Retained character attributes and inventory; reset, death, deletion and migration conditions",
                        "why_it_matters": "Shows which player investments survive sessions and which actions may destroy or alter them."
                    },
                    {
                        "name": "Population partitioning",
                        "kind": "category",
                        "unit_or_values": "Realm, shard, zone, channel and instance arrangement; cross-partition interaction rules",
                        "why_it_matters": "Determines whether particular players can meet, trade or participate together."
                    },
                    {
                        "name": "Concurrent population",
                        "kind": "measurement",
                        "unit_or_values": "Concurrent players, with measured boundary, timestamp, sampling method and distinction between observed count and capacity",
                        "why_it_matters": "Supports assessment of multiplayer scale and availability of population-dependent activities."
                    },
                    {
                        "name": "Progression structure",
                        "kind": "category",
                        "unit_or_values": "Level, skill, equipment, reputation, narrative or mixed progression; caps and prerequisites",
                        "why_it_matters": "Explains character eligibility and which activities can change capabilities."
                    },
                    {
                        "name": "Activity participation requirements",
                        "kind": "category",
                        "unit_or_values": "Party size, role composition, character prerequisites, schedule, region and matchmaking conditions by activity",
                        "why_it_matters": "Allows an agent to assess whether an intended activity is currently feasible."
                    },
                    {
                        "name": "Economic transfer rules",
                        "kind": "category",
                        "unit_or_values": "Tradeable, character-bound, account-bound or otherwise restricted, by asset type and transfer channel",
                        "why_it_matters": "Prevents assumptions that possession implies permission or ability to transfer a virtual asset."
                    },
                    {
                        "name": "Operational lifecycle",
                        "kind": "state",
                        "unit_or_values": "Announced, testing, live, restricted, maintenance, closing or closed, qualified by service boundary and evidence date",
                        "why_it_matters": "Determines whether participation, migration or preservation actions remain available."
                    },
                    {
                        "name": "Automation permission",
                        "kind": "category",
                        "unit_or_values": "Permitted, conditional, prohibited or unresolved, by action, interface and applicable policy version",
                        "why_it_matters": "Separates technically possible agent actions from actions the game operator allows."
                    }
                ],
                "affordances": [
                    "Identify the relevant edition, realm and ruleset before interpreting character or service state.",
                    "Assess whether an authorised player can enter a world or join a specified activity using current eligibility and access evidence.",
                    "Compare progression paths and explain their prerequisites, costs, reset exposure and reversibility.",
                    "Evaluate whether proposed grouping, trading or character-transfer actions are supported and permitted.",
                    "Track service changes that affect persistent characters, social groups or virtual assets.",
                    "Perform supported interactions through authorised interfaces when both the user and applicable game rules permit them."
                ]
            },
            "sources": [
                {
                    "id": "wikipedia-mmorpg",
                    "title": "Massively multiplayer online role-playing game",
                    "url": "https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game",
                    "what_it_supports": "Genre definition, history from MUDs through graphical titles, and the usual contrast with other online game types.",
                    "url_status": "live"
                },
                {
                    "id": "bartle-dvw",
                    "title": "Designing Virtual Worlds",
                    "url": "",
                    "what_it_supports": "Specialist account of persistent shared worlds, player types, and why persistence and co-presence distinguish this form from session-based games. Publisher: New Riders, 2003 (Richard A. Bartle)."
                },
                {
                    "id": "castronova-synthetic",
                    "title": "Synthetic Worlds: The Business and Culture of Online Games",
                    "url": "",
                    "what_it_supports": "How MMORPGs function as economies and social spaces, including concurrent population, real-money trade, and server/shard practice. Publisher: University of Chicago Press, 2005 (Edward Castronova)."
                },
                {
                    "id": "wikidata-q862614",
                    "title": "massively multiplayer online role-playing game (Q862614)",
                    "url": "https://www.wikidata.org/wiki/Q862614",
                    "what_it_supports": "Canonical Wikidata item used as a stable identifier for the genre.",
                    "url_status": "live"
                }
            ],
            "structure": {
                "bundles": [
                    {
                        "id": "world-identity-and-population",
                        "name": "World identity and population",
                        "description": "The boundaries that make a service a particular MMORPG and organise its shared population.",
                        "rationale": "Recognition and participation decisions require distinguishing the game from its editions, isolated instances and separately operated worlds.",
                        "layers": [
                            {
                                "id": "game-and-service-boundaries",
                                "name": "Game and service boundaries",
                                "description": "Identity relationships among the title, editions, rulesets and operated services.",
                                "findings": [
                                    {
                                        "id": "mmorpg-identity-evidence",
                                        "name": "MMORPG identity evidence",
                                        "description": "Record evidence for persistent role-playing characters, enduring multiplayer context and population scope without relying solely on a marketing label.",
                                        "questions": [
                                            {
                                                "text": "Which persistent character systems and shared-world interactions establish that this service functions as an MMORPG?",
                                                "kind": "definition",
                                                "id": "mmorpg-identity-evidence-q01"
                                            },
                                            {
                                                "text": "Which editions, regional services or rulesets belong to this game identity, and which require separate treatment?",
                                                "kind": "boundary",
                                                "id": "mmorpg-identity-evidence-q02"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "population-topology",
                                "name": "Population topology",
                                "description": "How players are partitioned and which forms of interaction cross those partitions.",
                                "findings": [
                                    {
                                        "id": "shared-world-reach",
                                        "name": "Shared-world reach",
                                        "description": "Record realm, channel, zone and instance boundaries alongside evidence of population and interaction across them.",
                                        "questions": [
                                            {
                                                "text": "Across which realms, regions or instances can players meet, communicate, group and trade?",
                                                "kind": "boundary",
                                                "id": "shared-world-reach-q01"
                                            },
                                            {
                                                "text": "What concurrent population is observed at each relevant boundary, when was it measured, and does the evidence report actual players or configured capacity?",
                                                "kind": "measurement",
                                                "id": "shared-world-reach-q02"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "characters-and-progression",
                        "name": "Characters and progression",
                        "description": "Persistent player roles, capability growth and the consequences of character development.",
                        "rationale": "An agent needs to understand what a character can become, what it can currently attempt and which investments may be lost.",
                        "layers": [
                            {
                                "id": "character-continuity",
                                "name": "Character continuity",
                                "description": "The identity, ownership scope and persistence of playable character state.",
                                "findings": [
                                    {
                                        "id": "persistent-character-state",
                                        "name": "Persistent character state",
                                        "description": "Record which capabilities, possessions and achievements attach to a character, account, realm or season and how their continuity can end.",
                                        "questions": [
                                            {
                                                "text": "Which abilities, inventory, quest outcomes and achievements persist, and at what character, account or world scope?",
                                                "kind": "definition",
                                                "id": "persistent-character-state-q01"
                                            },
                                            {
                                                "text": "What happens to that state after death, character deletion, inactivity, seasonal reset or realm transfer?",
                                                "kind": "action",
                                                "id": "persistent-character-state-q02"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "roles-and-advancement",
                                "name": "Roles and advancement",
                                "description": "How character builds, progression systems and prerequisites determine playable options.",
                                "findings": [
                                    {
                                        "id": "capability-and-eligibility-paths",
                                        "name": "Capability and eligibility paths",
                                        "description": "Record consequential build choices, advancement requirements and options for revising character development.",
                                        "questions": [
                                            {
                                                "text": "Which levels, skills, equipment, reputations or narrative milestones determine access to a specified activity?",
                                                "kind": "measurement",
                                                "id": "capability-and-eligibility-paths-q01"
                                            },
                                            {
                                                "text": "Which role or build choices can be changed, and what costs, cooldowns or permanent consequences apply?",
                                                "kind": "action",
                                                "id": "capability-and-eligibility-paths-q02"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "multiplayer-activities-and-social-order",
                        "name": "Multiplayer activities and social order",
                        "description": "The activities and player organisations that make the persistent population operationally meaningful.",
                        "rationale": "A character may satisfy formal requirements while lacking the group, authority or available participants needed to act.",
                        "layers": [
                            {
                                "id": "cooperation-and-competition",
                                "name": "Cooperation and competition",
                                "description": "Participation conditions and consequences for shared activities.",
                                "findings": [
                                    {
                                        "id": "activity-feasibility",
                                        "name": "Activity feasibility",
                                        "description": "Record the composition, scheduling, matchmaking and conflict rules of activities relevant to the intended action.",
                                        "questions": [
                                            {
                                                "text": "What group size, role composition, unlocks, time windows and available population does this activity require?",
                                                "kind": "measurement",
                                                "id": "activity-feasibility-q01"
                                            },
                                            {
                                                "text": "How is player-versus-player participation enabled or imposed, and what losses or world-state changes can result?",
                                                "kind": "action",
                                                "id": "activity-feasibility-q02"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "persistent-player-organisations",
                                "name": "Persistent player organisations",
                                "description": "Guilds, clans, alliances and other durable forms of player coordination.",
                                "findings": [
                                    {
                                        "id": "membership-and-shared-authority",
                                        "name": "Membership and shared authority",
                                        "description": "Record membership conditions and permissions over collective resources, events and territorial interests where supported.",
                                        "questions": [
                                            {
                                                "text": "Which persistent player organisations exist, and what rights or obligations follow from membership and rank?",
                                                "kind": "definition",
                                                "id": "membership-and-shared-authority-q01"
                                            },
                                            {
                                                "text": "Who may recruit, remove members, spend shared assets or commit the organisation to an activity, and can those actions be reversed?",
                                                "kind": "action",
                                                "id": "membership-and-shared-authority-q02"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "virtual-economy-and-access",
                        "name": "Virtual economy and access",
                        "description": "The creation, circulation and consumption of virtual value and the conditions for accessing gameplay.",
                        "rationale": "Progression, trade and participation decisions depend on asset restrictions, resource availability and entitlement requirements.",
                        "layers": [
                            {
                                "id": "assets-and-exchange",
                                "name": "Assets and exchange",
                                "description": "Virtual currencies, items and the supported means of acquiring, consuming and transferring them.",
                                "findings": [
                                    {
                                        "id": "resource-flows-and-transferability",
                                        "name": "Resource flows and transferability",
                                        "description": "Record relevant resource sources and sinks, asset binding and exchange conditions without assuming all goods have a market price.",
                                        "questions": [
                                            {
                                                "text": "How are the relevant currencies and items created, earned, consumed or removed, and where are their balances held?",
                                                "kind": "definition",
                                                "id": "resource-flows-and-transferability-q01"
                                            },
                                            {
                                                "text": "Which assets can be transferred through which channels, with what binding rules, fees, limits and operator restrictions?",
                                                "kind": "action",
                                                "id": "resource-flows-and-transferability-q02"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "entitlements-and-monetisation",
                                "name": "Entitlements and monetisation",
                                "description": "Purchase, subscription and other entitlement conditions that affect participation or character development.",
                                "findings": [
                                    {
                                        "id": "playable-access-and-paid-effects",
                                        "name": "Playable access and paid effects",
                                        "description": "Record which entitlements unlock content or capabilities and what changes when those entitlements expire.",
                                        "questions": [
                                            {
                                                "text": "Which worlds, activities, character options and trading functions require a purchase, subscription or other entitlement?",
                                                "kind": "boundary",
                                                "id": "playable-access-and-paid-effects-q01"
                                            },
                                            {
                                                "text": "What gameplay effects do paid offerings have, and what happens to access and persistent assets when an entitlement lapses?",
                                                "kind": "action",
                                                "id": "playable-access-and-paid-effects-q02"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "operation-rules-and-world-change",
                        "name": "Operation, rules and world change",
                        "description": "The live service conditions and authorities governing participation and persistent state.",
                        "rationale": "An agent must connect intended actions to current service availability, applicable rules and possible changes to accumulated player state.",
                        "layers": [
                            {
                                "id": "service-continuity-and-change",
                                "name": "Service continuity and change",
                                "description": "Availability, updates and lifecycle events affecting worlds and characters.",
                                "findings": [
                                    {
                                        "id": "persistent-state-under-service-change",
                                        "name": "Persistent state under service change",
                                        "description": "Record current operational status and announced changes affecting character continuity, economic state and player communities.",
                                        "questions": [
                                            {
                                                "text": "Which service boundaries are currently playable, restricted or unavailable, and what dated evidence supports that status?",
                                                "kind": "provenance",
                                                "id": "persistent-state-under-service-change-q01"
                                            },
                                            {
                                                "text": "For updates, resets, rollbacks, realm mergers or closure, what state survives and which migration or recovery actions remain available?",
                                                "kind": "action",
                                                "id": "persistent-state-under-service-change-q02"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "participation-and-agent-permissions",
                                "name": "Participation and agent permissions",
                                "description": "Operator rules, enforcement mechanisms and interface permissions relevant to proposed actions.",
                                "findings": [
                                    {
                                        "id": "permitted-interaction-boundaries",
                                        "name": "Permitted interaction boundaries",
                                        "description": "Record applicable conduct and automation rules with their scope, authority and evidence date before determining what an agent may do.",
                                        "questions": [
                                            {
                                                "text": "Which current operator policies govern automation, account access, trading and third-party interfaces for this service?",
                                                "kind": "provenance",
                                                "id": "permitted-interaction-boundaries-q01"
                                            },
                                            {
                                                "text": "Is the proposed agent action permitted through the intended interface, and what restrictions, sanctions or appeal mechanisms apply?",
                                                "kind": "action",
                                                "id": "permitted-interaction-boundaries-q02"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "evidence-and-external-alignment",
                        "name": "Evidence and external alignment",
                        "description": "What the world already says about this thing, gathered so the model can be checked against it.",
                        "rationale": "A model that cannot be lined up against existing standards, identifiers and practice cannot be adopted by anyone who already uses them.",
                        "layers": [
                            {
                                "id": "reported-evidence",
                                "name": "Reported evidence",
                                "description": "Findings from the breadth pass, kept separate from the structural claims.",
                                "findings": [
                                    {
                                        "id": "evidence-kinds",
                                        "name": "Kinds and varieties",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            "Theme-park MMORPG (designer-authored quest hubs, level treadmill, instanced dungeons and raids)",
                                            "Sandbox MMORPG (player-driven economy, politics and territory; little prescribed story path)",
                                            "Tab-target / holy-trinity MMORPG (tank-healer-damage group composition, cooldown rotation combat)",
                                            "Action MMORPG (real-time dodge/aim combat rather than tab targeting)",
                                            "Mobile MMORPG (phone/tablet client, often auto-combat and gacha monetization)",
                                            "Subscription or buy-to-play boxed MMORPG (Western retail lineage)",
                                            "Free-to-play cash-shop MMORPG (live-service, item mall; East Asian design lineage)",
                                            "Text-based MUD (typed-command persistent worlds; historical progenitor still operated)"
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-kinds-q01",
                                                "text": "Which of these kinds and varieties hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-identifiers",
                                        "name": "Identifiers and schemes",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            {
                                                "scheme": "Wikidata",
                                                "value_or_pattern": "Q862614",
                                                "note": "Item for the genre, not for any single title."
                                            },
                                            {
                                                "scheme": "Steam tag",
                                                "value_or_pattern": "MMORPG",
                                                "note": "Storefront genre tag on individual products; not a controlled vocabulary with a numeric code."
                                            },
                                            {
                                                "scheme": "Common English initialism",
                                                "value_or_pattern": "MMORPG",
                                                "note": "Also shortened in speech and marketing to MMO, which is strictly the superclass."
                                            }
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-identifiers-q01",
                                                "text": "Which of these identifiers and schemes hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-standards-and-regulation",
                                        "name": "Standards and regulation",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            "ESRB (Entertainment Software Rating Board, United States) age ratings applied to individual titles, not to the genre as a class.",
                                            "PEGI (Pan-European Game Information) age and content descriptors on individual titles.",
                                            "CERO (Computer Entertainment Rating Organization, Japan) ratings on individual titles.",
                                            "GRAC (Game Rating and Administration Committee, Republic of Korea) rating and online-game oversight; historically coupled with the now-repealed juvenile shutdown / 'Cinderella' night curfew (2011-2021).",
                                            "National Press and Publication Administration (China) licensing of online games, plus statutory play-time and spending limits for minors.",
                                            "GDPR (EU) and COPPA (United States, FTC) for account, chat and behavioural data when children or EU residents are in the player base.",
                                            "Loot-box and gacha rules treated as gambling in some jurisdictions (notably the Belgian Gaming Commission; also scrutiny by the Netherlands KSA and several Asian regulators) - applied to monetization inside titles, not to MMORPGs as such."
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-standards-and-regulation-q01",
                                                "text": "Which of these standards and regulation hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-real-world-use",
                                        "name": "Real-world use",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            "Leisure play as a long-horizon hobby: levelling, raiding, crafting and guild social life, typically on a home PC or phone.",
                                            "Persistent social 'third place' (guilds, role-play communities, in-game weddings and memorials).",
                                            "Real-money economies: gold farming, power-levelling services, and official or grey-market item cash shops.",
                                            "Spectator and streaming content (raid races, world-firsts, EVE Online political coverage).",
                                            "Research site for virtual-world economics, social networks and addiction studies.",
                                            "Internet-cafe / PC-bang session play, especially in Korea and parts of Southeast Asia.",
                                            "Operator-side live service: shard management, events, expansions and eventual sunsetting of a world."
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-real-world-use-q01",
                                                "text": "Which of these real-world use hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-measurements",
                                        "name": "Typical measurements",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            {
                                                "quantity": "Concurrent users (CCU) on a live title",
                                                "typical_range": "about 1,000-300,000 for a healthy mid-to-large title; historical peaks for a few flagships in the low millions of subscribers, not CCU",
                                                "unit": "players"
                                            },
                                            {
                                                "quantity": "Round-trip latency to the game shard",
                                                "typical_range": "20-150 playable; above ~200-300 combat feels degraded",
                                                "unit": "ms"
                                            },
                                            {
                                                "quantity": "Simulation tick / net update rate",
                                                "typical_range": "typically 8-30 (much lower than competitive FPS)",
                                                "unit": "Hz"
                                            },
                                            {
                                                "quantity": "Hours of play to first level cap (theme-park titles)",
                                                "typical_range": "about 20-150 depending on era, boosters and design",
                                                "unit": "h"
                                            },
                                            {
                                                "quantity": "Retail subscription (boxed Western model)",
                                                "typical_range": "about 10-15",
                                                "unit": "USD per month"
                                            },
                                            {
                                                "quantity": "Players assigned per shard/realm (sharded titles)",
                                                "typical_range": "roughly 2,000-15,000 advertised cap; single-shard sandboxes can hold far more in one universe",
                                                "unit": "players"
                                            }
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-measurements-q01",
                                                "text": "Which of these typical measurements hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-failure-modes-and-hazards",
                                        "name": "Failure modes and hazards",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            "Shard crash, rollback, or prolonged login queue that strands a shared world.",
                                            "Duplication bugs, bots and speed hacks that destroy the in-world economy.",
                                            "Inflation and real-money trade that unbalance intended progression.",
                                            "Account takeover (credential stuffing, session theft) and item recovery disputes.",
                                            "Predatory monetization: gacha, time-gated cash shops, pay-to-win conversion.",
                                            "Problematic play / gaming disorder (ICD-11 6C51) and sleep/work displacement.",
                                            "Chat and voice social harms: harassment, scams, and grooming in a persistent social graph.",
                                            "Studio shutdown or merged-server sunset that erases player-created value with no portability.",
                                            "DDoS against login or realm hardware as a play-disruption and extortion vector."
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-failure-modes-and-hazards-q01",
                                                "text": "Which of these failure modes and hazards hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-regional-variation",
                                        "name": "Regional variation",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            "English marketing often says 'MMO' for MMORPG; specialists keep MMO as the broader online-multiplayer class.",
                                            "Korea: PC-bang session culture, GRAC rating, and a long F2P item-mall design school; night-time juvenile play was legally curfewed 2011-2021.",
                                            "China: 'wangyou' (网游) as the everyday category; national licence, real-name registration, and minor time/spend caps dominate practice more than Western ratings.",
                                            "Japan: 'online RPG' / オンラインゲーム; gacha regulation and CERO matter more than subscription.",
                                            "Western Europe: PEGI plus, in a few states, gambling-law treatment of loot boxes; less PC-cafe play than East Asia.",
                                            "North America: historically the subscription boxed-product home (Ultima Online, EverQuest, World of Warcraft); F2P later imported."
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-regional-variation-q01",
                                                "text": "Which of these regional variation hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    },
                                    {
                                        "id": "evidence-neighbours",
                                        "name": "Neighbouring kinds and how to tell them apart",
                                        "description": "Reported by the breadth pass; each item needs checking against its source before it becomes normative.",
                                        "evidence": [
                                            {
                                                "name": "Massively multiplayer online game (MMO/MMOG)",
                                                "difference": "MMO is the superclass (any persistent massively concurrent online game). An MMORPG must also have RPG character progression - classes or builds, levels or skills, loot and a role-playing identity - not merely a shared map."
                                            },
                                            {
                                                "name": "Session-based online RPG / MORPG (e.g. Diablo-like ARPGs, many looter-shooters)",
                                                "difference": "Play is match or instance based; the world does not keep a single persistent society running while you are logged off, and thousands do not share one continuous shard."
                                            },
                                            {
                                                "name": "MOBA (League of Legends, Dota 2)",
                                                "difference": "Short mirrored matches with a reset roster; no persistent shared world or durable character inventory that other players inhabit with you between games."
                                            },
                                            {
                                                "name": "Social virtual world (Second Life, VRChat, Habbo)",
                                                "difference": "Co-presence and user-generated space without a core RPG combat/class/loot loop as the designed activity."
                                            },
                                            {
                                                "name": "Survival / sandbox MMO (Rust, Ark) without RPG class systems",
                                                "difference": "Persistence and mass concurrency can match an MMORPG; they are usually classed separately unless they also centre character class, quest, and loot-RPG advancement."
                                            },
                                            {
                                                "name": "MUD",
                                                "difference": "A MUD is the text-command ancestor; a modern MMORPG is graphical and typically commercially operated. Some operators and scholars still treat long-running MUDs as MMORPGs; storefronts almost never do."
                                            }
                                        ],
                                        "questions": [
                                            {
                                                "id": "evidence-neighbours-q01",
                                                "text": "Which of these neighbouring kinds and how to tell them apart hold for the sense of massively multiplayer online role-playing game this model covers, and on what evidence?",
                                                "kind": "provenance"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    }
                ]
            },
            "openQuestions": [
                "What operational evidence should establish 'massively multiplayer' when no universal population threshold is assumed and most activities are instanced?",
                "How should the registry's PHY / PHY.OBJ placement be interpreted for a game whose identity spans software, an operated service and persistent virtual worlds?",
                "Where should identity boundaries fall between classic editions, progression realms, regional variants and substantially different rulesets under one title?",
                "Which existing Vercy world models already cover persistent virtual worlds, online games or operated services, and should this entry link to one of them?",
                "How should the model classify borderline cases with persistent characters but session-bound worlds, or persistent worlds with only limited character progression?"
            ],
            "statistics": {
                "bundles": 6,
                "layers": 11,
                "findings": 18,
                "questions": 28
            }
        },
        "draft": {
            "generator": "vr.draft.v3",
            "status": "draft-generated",
            "researched": false,
            "archetype": "device, machine or tool",
            "method": "Written from the archetype playbook - what this kind of thing needs beyond identity and provenance - and from the structure that recurred across 6,333 models already researched by two engines. Applied to this entry by rule. No source was read for this thing and no claim here is researched. This entry carries no facets of its own, so they were inferred from its domain - a guess about a whole domain applied to one thing.",
            "facetsInferred": true,
            "nextPass": "A researcher replaces this draft with a sourced specification. Treat every sentence below as a proposal to argue with.",
            "purpose": "Give an agent a durable, checkable way to recognise a massively multiplayer online role-playing game, record what state it is in, and decide what may be done with it.",
            "whatItIs": "Enable an AI agent to recognise a massively multiplayer online role-playing game, assess the condition of its persistent worlds and participation systems, and determine which actions are available and permitted.",
            "characteristics": {
                "substance": "material",
                "origin": "manufactured",
                "agency": "inert",
                "mobility": "varies"
            },
            "whatYouCanDoWithIt": [
                "observed and measured"
            ],
            "distinguishingFeatures": [
                "Names folded into this entry, which a task may need to split apart again: social VR, turn-based MMORPG, massively multiplayer browser role-playing game.",
                "3 finer distinctions are held as aliases rather than separate entries, because telling them apart needs a task that asks for it.",
                "Described in 62 Wikipedia languages, which is a measure of how widely the thing is known, not of how important it is."
            ],
            "openQuestionsForResearch": [
                "Which of the bundles below does a real task actually need, and which are ceremony?",
                "What does this thing have that the facets do not capture at all?",
                "Which neighbouring kind is most often confused with a massively multiplayer online role-playing game, and on what evidence are they told apart?"
            ],
            "whatItIsMadeOf": "matter you can touch",
            "physicalCharacter": [
                "Mobility varies between examples.",
                "Does nothing on its own; everything it does, something else did to it.",
                "These come from the domain this entry sits in rather than from the entry itself, so treat them as a first guess about the whole domain applied to one thing."
            ],
            "whatCanBeDoneWithIt": [
                "observe it, measure it, record its state"
            ],
            "howItIsRecognised": [
                "Recognised by form, by the arrangement of its controls, and by markings - a plate, a model number, a certification mark. Form alone rarely separates two models that do very different things."
            ],
            "relatedModels": [
                {
                    "relation": "covers",
                    "note": "Finer kinds folded into this entry because telling them apart needs a task that asks for it. Each is a model waiting to be split out when one does.",
                    "targets": [
                        "social VR",
                        "turn-based MMORPG",
                        "massively multiplayer browser role-playing game"
                    ]
                }
            ],
            "standing": "Described in 62 Wikipedia languages, which measures how widely it is written about rather than how important or how common it is. 3 finer distinctions are held inside this entry as names rather than as separate models.",
            "structure": {
                "bundles": [
                    {
                        "id": "identity-and-classification",
                        "name": "Identity, naming and classification",
                        "description": "How an agent tells one massively multiplayer online role-playing game from another, and a massively multiplayer online role-playing game from things that resemble it.",
                        "rationale": "Recognition comes before every other claim. Without stable identity nothing else in the model can be trusted to be about the same thing twice.",
                        "layers": [
                            {
                                "id": "naming-and-identifiers",
                                "name": "Names and identifiers",
                                "description": "The names this thing goes by and the identifiers that survive translation and time.",
                                "findings": [
                                    {
                                        "id": "preferred-name-and-aliases",
                                        "name": "Preferred name, aliases and local names",
                                        "description": "Which name to use, which names mean the same thing, and which merely sound similar.",
                                        "questions": [
                                            {
                                                "id": "preferred-name-and-aliases-q01",
                                                "text": "What identifies and describes the name of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "preferred-name-and-aliases-q02",
                                                "text": "Who or what asserted this about the name of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "preferred-name-and-aliases-q03",
                                                "text": "What may an agent decide or do once the name of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    },
                                    {
                                        "id": "stable-identifiers",
                                        "name": "Stable identifiers and external keys",
                                        "description": "Identifiers that keep pointing at this kind of thing across systems and languages.",
                                        "questions": [
                                            {
                                                "id": "stable-identifiers-q01",
                                                "text": "What identifies and describes an identifier for a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "stable-identifiers-q02",
                                                "text": "Who or what asserted this about an identifier for a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "stable-identifiers-q03",
                                                "text": "What may an agent decide or do once an identifier for a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "classification-and-granularity",
                                "name": "Classification and granularity",
                                "description": "Where a massively multiplayer online role-playing game sits among kinds, and how finely a task needs to cut it.",
                                "findings": [
                                    {
                                        "id": "kind-and-parents",
                                        "name": "Kind, parents and neighbouring kinds",
                                        "description": "The classes this thing belongs to and the ones it is next to.",
                                        "questions": [
                                            {
                                                "id": "kind-and-parents-q01",
                                                "text": "What identifies and describes the kind of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "kind-and-parents-q02",
                                                "text": "Who or what asserted this about the kind of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "kind-and-parents-q03",
                                                "text": "What may an agent decide or do once the kind of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    },
                                    {
                                        "id": "distinguishing-features",
                                        "name": "Distinguishing features",
                                        "description": "What separates a massively multiplayer online role-playing game from the things most often confused with it.",
                                        "questions": [
                                            {
                                                "id": "distinguishing-features-q01",
                                                "text": "What identifies and describes what distinguishes a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "distinguishing-features-q02",
                                                "text": "Who or what asserted this about what distinguishes a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "distinguishing-features-q03",
                                                "text": "What may an agent decide or do once what distinguishes a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "form-and-composition",
                        "name": "Form, composition and condition",
                        "description": "What a massively multiplayer online role-playing game is made of, what shape and size it takes, and what state it is in.",
                        "rationale": "A physical thing can be measured, and a model that cannot record its measurements cannot support any decision that depends on them.",
                        "layers": [
                            {
                                "id": "form-and-dimensions",
                                "name": "Form and dimensions",
                                "description": "Shape, size, mass and the ranges these take across examples.",
                                "findings": [
                                    {
                                        "id": "measurable-dimensions",
                                        "name": "Measurable dimensions and their units",
                                        "description": "The quantities worth recording and the units they are recorded in.",
                                        "questions": [
                                            {
                                                "id": "measurable-dimensions-q01",
                                                "text": "What identifies and describes the dimensions of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "measurable-dimensions-q02",
                                                "text": "Who or what asserted this about the dimensions of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "measurable-dimensions-q03",
                                                "text": "What may an agent decide or do once the dimensions of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "material-and-composition",
                                "name": "Material and composition",
                                "description": "Materials, parts and how they are put together.",
                                "findings": [
                                    {
                                        "id": "parts-and-materials",
                                        "name": "Parts and materials",
                                        "description": "What a massively multiplayer online role-playing game is built from and which parts are replaceable.",
                                        "questions": [
                                            {
                                                "id": "parts-and-materials-q01",
                                                "text": "What identifies and describes the composition of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "parts-and-materials-q02",
                                                "text": "Who or what asserted this about the composition of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "parts-and-materials-q03",
                                                "text": "What may an agent decide or do once the composition of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "condition-and-integrity",
                                "name": "Condition and integrity",
                                "description": "Wear, damage, health and the difference between working and broken.",
                                "findings": [
                                    {
                                        "id": "condition-assessment",
                                        "name": "Condition, damage and health",
                                        "description": "How the condition of a massively multiplayer online role-playing game is judged and by whom.",
                                        "questions": [
                                            {
                                                "id": "condition-assessment-q01",
                                                "text": "What identifies and describes the condition of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "condition-assessment-q02",
                                                "text": "Who or what asserted this about the condition of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "condition-assessment-q03",
                                                "text": "What may an agent decide or do once the condition of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "place-and-movement",
                        "name": "Place and movement",
                        "description": "Where a massively multiplayer online role-playing game is, how it got there and where it may go (varies).",
                        "rationale": "A thing that can move needs its position recorded with a time, or every later claim about it is about a place it has left.",
                        "layers": [
                            {
                                "id": "location-and-placement",
                                "name": "Location and placement",
                                "description": "Position, containment and the reference frame the position is given in.",
                                "findings": [
                                    {
                                        "id": "position-and-frame",
                                        "name": "Position, container and reference frame",
                                        "description": "Where a massively multiplayer online role-playing game is, and what that position is measured against.",
                                        "questions": [
                                            {
                                                "id": "position-and-frame-q01",
                                                "text": "What identifies and describes the location of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "position-and-frame-q02",
                                                "text": "Who or what asserted this about the location of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "position-and-frame-q03",
                                                "text": "What may an agent decide or do once the location of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "movement-and-transfer",
                                "name": "Movement and transfer",
                                "description": "How a massively multiplayer online role-playing game is carried, installed or relocated.",
                                "findings": [
                                    {
                                        "id": "movement-events",
                                        "name": "Movement events and constraints",
                                        "description": "What counts as a movement, what records it and what limits it.",
                                        "questions": [
                                            {
                                                "id": "movement-events-q01",
                                                "text": "What identifies and describes the movement of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "movement-events-q02",
                                                "text": "Who or what asserted this about the movement of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "movement-events-q03",
                                                "text": "What may an agent decide or do once the movement of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "state-and-lifecycle",
                        "name": "State and lifecycle",
                        "description": "The states a massively multiplayer online role-playing game passes through and the events that move it between them.",
                        "rationale": "Most decisions about a thing depend on what state it is in now, which is a claim with a time on it, not a property.",
                        "layers": [
                            {
                                "id": "lifecycle-stages",
                                "name": "Lifecycle stages",
                                "description": "From coming into existence to ceasing to be one of these.",
                                "findings": [
                                    {
                                        "id": "stages-and-transitions",
                                        "name": "Stages and transitions",
                                        "description": "The stages worth naming and what moves a massively multiplayer online role-playing game between them.",
                                        "questions": [
                                            {
                                                "id": "stages-and-transitions-q01",
                                                "text": "What identifies and describes the lifecycle of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "stages-and-transitions-q02",
                                                "text": "Who or what asserted this about the lifecycle of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "stages-and-transitions-q03",
                                                "text": "What may an agent decide or do once the lifecycle of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "observations-and-status",
                                "name": "Observations and current status",
                                "description": "What is observed about a massively multiplayer online role-playing game, how often and by whom.",
                                "findings": [
                                    {
                                        "id": "observation-record",
                                        "name": "Observation record",
                                        "description": "How an observation of a massively multiplayer online role-playing game is recorded so that it can be superseded rather than overwritten.",
                                        "questions": [
                                            {
                                                "id": "observation-record-q01",
                                                "text": "What identifies and describes an observation of a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "observation-record-q02",
                                                "text": "Who or what asserted this about an observation of a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "observation-record-q03",
                                                "text": "What may an agent decide or do once an observation of a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "function-and-principle",
                        "name": "Function and operating principle",
                        "description": "What massively multiplayer online role-playing game is for and how it achieves it.",
                        "rationale": "Two devices with the same name can work on different principles, and the principle is what predicts failure and constrains use.",
                        "layers": [
                            {
                                "id": "intended-function",
                                "name": "Intended function",
                                "description": "The job it does, and the jobs it is used for anyway.",
                                "findings": [
                                    {
                                        "id": "function-record",
                                        "name": "Function, principle and variants",
                                        "description": "What it does, how, and which variants do it differently.",
                                        "questions": [
                                            {
                                                "id": "function-record-q01",
                                                "text": "What function does massively multiplayer online role-playing game perform, on what operating principle, and which variants differ in that principle?",
                                                "kind": "definition"
                                            },
                                            {
                                                "id": "function-record-q02",
                                                "text": "What use falls outside the intended function but happens in practice?",
                                                "kind": "boundary"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "capacity-and-rating",
                                "name": "Capacity and rating",
                                "description": "The numbers that say what it can do and where it stops.",
                                "findings": [
                                    {
                                        "id": "ratings",
                                        "name": "Ratings and their conditions",
                                        "description": "Rated capacity, power, throughput and the conditions each assumes.",
                                        "questions": [
                                            {
                                                "id": "ratings-q01",
                                                "text": "What ratings characterise massively multiplayer online role-playing game, in what units, and under what stated conditions?",
                                                "kind": "measurement"
                                            },
                                            {
                                                "id": "ratings-q02",
                                                "text": "What happens beyond the rating - degradation, refusal, damage - and how is that detected?",
                                                "kind": "action"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "operation-and-state",
                        "name": "Operation, controls and state",
                        "description": "How massively multiplayer online role-playing game is operated and what state it is in right now.",
                        "rationale": "An agent acting on a device needs its current state and the controls that change it, not just its specification.",
                        "layers": [
                            {
                                "id": "controls-and-modes",
                                "name": "Controls and modes",
                                "description": "What can be set, what that changes, and what is interlocked.",
                                "findings": [
                                    {
                                        "id": "control-surface",
                                        "name": "Control surface and interlocks",
                                        "description": "The settings available and the conditions that block them.",
                                        "questions": [
                                            {
                                                "id": "control-surface-q01",
                                                "text": "What controls and modes does massively multiplayer online role-playing game have, and what does each change?",
                                                "kind": "definition"
                                            },
                                            {
                                                "id": "control-surface-q02",
                                                "text": "Which actions are interlocked or forbidden in which state, and what must be true before acting?",
                                                "kind": "action"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "condition-and-maintenance",
                                "name": "Condition and maintenance",
                                "description": "Wear, service intervals, consumables and the line between working and broken.",
                                "findings": [
                                    {
                                        "id": "service-record",
                                        "name": "Condition, service and consumables",
                                        "description": "What is consumed, what is serviced, and how condition is judged.",
                                        "questions": [
                                            {
                                                "id": "service-record-q01",
                                                "text": "What consumables and service does massively multiplayer online role-playing game need, at what interval, and on whose authority?",
                                                "kind": "measurement"
                                            },
                                            {
                                                "id": "service-record-q02",
                                                "text": "What evidence separates a unit that is working from one that is out of service?",
                                                "kind": "boundary"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "kind-model-unit",
                        "name": "Kind, model and unit",
                        "description": "Whether a claim about massively multiplayer online role-playing game is about the kind, a product line, or one physical unit.",
                        "rationale": "This is the boundary most often got wrong for made things, and getting it wrong mixes a catalogue entry with the machine in the yard.",
                        "layers": [
                            {
                                "id": "level-of-reference",
                                "name": "Level of reference",
                                "description": "The three levels and what belongs at each.",
                                "findings": [
                                    {
                                        "id": "level-rules",
                                        "name": "What belongs to kind, model and unit",
                                        "description": "Which properties are shared by all of them and which are not.",
                                        "questions": [
                                            {
                                                "id": "level-rules-q01",
                                                "text": "Which facts about massively multiplayer online role-playing game hold for every one of them, which for a model, and which only for one unit?",
                                                "kind": "boundary"
                                            },
                                            {
                                                "id": "level-rules-q02",
                                                "text": "What identifies an individual unit, and what should an agent do when it has only the kind?",
                                                "kind": "action"
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "standards-and-conformity",
                                "name": "Standards and conformity",
                                "description": "The standards a working example must meet and who attests it.",
                                "findings": [
                                    {
                                        "id": "conformity",
                                        "name": "Standards, marks and attestation",
                                        "description": "Which standard applies, who certifies, and what the mark means.",
                                        "questions": [
                                            {
                                                "id": "conformity-q01",
                                                "text": "Which standards govern massively multiplayer online role-playing game, issued by whom, and what does conformity actually assert?",
                                                "kind": "provenance"
                                            },
                                            {
                                                "id": "conformity-q02",
                                                "text": "What may an agent conclude from a certification mark, and what may it not?",
                                                "kind": "boundary"
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    },
                    {
                        "id": "provenance-and-evidence",
                        "name": "Provenance, evidence and time",
                        "description": "Where every claim about a massively multiplayer online role-playing game came from and when it held.",
                        "rationale": "A claim without a source and a time cannot be superseded, only overwritten, and an agent that overwrites loses the ability to explain itself.",
                        "layers": [
                            {
                                "id": "source-and-authority",
                                "name": "Source and authority",
                                "description": "Who said it, on what evidence, and how strongly.",
                                "findings": [
                                    {
                                        "id": "claim-provenance",
                                        "name": "Claim provenance and confidence",
                                        "description": "The authority behind each claim about a massively multiplayer online role-playing game and how confident it is.",
                                        "questions": [
                                            {
                                                "id": "claim-provenance-q01",
                                                "text": "What identifies and describes a claim about a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "claim-provenance-q02",
                                                "text": "Who or what asserted this about a claim about a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "claim-provenance-q03",
                                                "text": "What may an agent decide or do once a claim about a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            },
                            {
                                "id": "time-and-versions",
                                "name": "Time, versions and supersession",
                                "description": "When a claim was true, when it was learnt, and what replaced it.",
                                "findings": [
                                    {
                                        "id": "validity-and-supersession",
                                        "name": "Validity period and supersession",
                                        "description": "How an old claim about a massively multiplayer online role-playing game is retired without being erased.",
                                        "questions": [
                                            {
                                                "id": "validity-and-supersession-q01",
                                                "text": "What identifies and describes the validity of a claim about a massively multiplayer online role-playing game, and in what units or vocabulary?",
                                                "kind": "definition",
                                                "answer_data": [
                                                    "identifiers",
                                                    "types and classes",
                                                    "values with units",
                                                    "explicit unknowns"
                                                ]
                                            },
                                            {
                                                "id": "validity-and-supersession-q02",
                                                "text": "Who or what asserted this about the validity of a claim about a massively multiplayer online role-playing game, by which method, and when was it true?",
                                                "kind": "provenance",
                                                "answer_data": [
                                                    "authority",
                                                    "method",
                                                    "evidence",
                                                    "event time",
                                                    "knowledge time"
                                                ]
                                            },
                                            {
                                                "id": "validity-and-supersession-q03",
                                                "text": "What may an agent decide or do once the validity of a claim about a massively multiplayer online role-playing game is known, and what must it refuse?",
                                                "kind": "action",
                                                "answer_data": [
                                                    "permitted actions",
                                                    "preconditions",
                                                    "refusals",
                                                    "escalation"
                                                ]
                                            }
                                        ]
                                    }
                                ]
                            }
                        ]
                    }
                ]
            },
            "statistics": {
                "bundles": 8,
                "layers": 17,
                "findings": 19,
                "questions": 51
            }
        }
    }
}