I'm making an MMORPG.  We explored effects, abilities, skills and itemization.  Effects are the atomic actions possible in a game.  Abilities
are collections of effects.  There are four basic types of abilities:  Resource Manipulation, Status Effect, Summoning and Transformation.
Items hold the abilities, which limits what is possible concurrently for a player.  Skills identify how effective a character is with abilities
and effects and are a statistic on the character.  Skills have levels and experience.  Additionally, we explored flora, fauna, combat and crafting.
Every flora and fauna are composed of parts which can be used for crafting but are also a proxy for equipment for the creatures.  Within combat,
the parts also determine what abilities a creature has access to.  So we use the same system for both characters and creatures.  We explored the
tier system:  f-tier, d-tier, ..., a-tier, s-tier.  Additionally, there's ss-tier, sss-tier, x-tier, l-tier and then u-tier.  The latter three
tiers are all uniquely named.  The final tier is unique - only one is possible.  When applied, tiers potential represent a number of varying
things:  quality, quantity, age, etc.  This can show up in how something is described and named.  Tiers are independent of level, but they
are used in calculating effective level:  a low tiered item with a high level and a high tiered item with a low level may be similar in
effectiveness.  We discussed the ecosystem, and there are four basic types of flora and fauna:  Producers, Herbivores, Predators and
Decomposers.  With respect to the game, we showed a simple cycle of the birth of a flower, how it aged (increased in level) and then
expired (maxed out) and left behind a set of parts.  Parts would spawn a decomposer; more parts spawns stronger or more decomposers.  Decomposers
would destroy the parts, consuming them and then potentially evolving the soil's level or tier.  This would then spawn a new flower, which took
some of the resources of the soil, reducing the soil's tier and level, but increasing the possibility of the flower's tier... and the cycle would
repeat.  Of course there are other variances with the different types of flora and fauna.  We discussed Biome Layers, which can be driven by
players.  For example, preventing the decomposers from decomposing the parts (and creating decomposer parts on top of the flora/fauna parts) ends
up adding a Biome Layer of undead on top of the existing Biome Layer.  Multiple layers can be stacked, and every layer stacked will affect what
creat