A principle in game design which suggests it is better for elements to be varieties of a specific class rather than completely unique. Once a player learns how a class of items, enemies, resources, weapons or otherwise works, they can extrapolate how future instances will operate, without the need for ongoing teaching moments.

“By adding to systems rather than subtracting from them, Crypt of the Necrodancer maintains a familiar, uniform design even as it throws more enemy variations and item types at you, level after level.”