I'm not sure how you find them vague, or how you want me to explain them better, based on all the examples of what are systems in the post. Game mechanics is perhaps a better description for you? What you're describing is the internal authoring side for staff, where things are modular. We already have that. We're using UE4. It's their forte. When we create a new "thing", like Objectives, it's a player facing system which requires engineers, a game designer and a UI designer and is counted in weeks. Not maps that require more people, with nothing seen till 3+ months. That's not a system. There is an internal authoring side to all our systems. They are modular to various degrees and not the problem. I'm referring to what's player-facing. when I say we're rigged for creating systems. Other words you can use is; new mechanic, new functionality, or new feature if you want to call it that. In the industry we broadly separate the two into systems and asssets. A map is a huge amount of assets, that are authored, then we apply systems on top of it. More systems (feature?) make the maps more interesting and replayable. A new map using our same current feature set is worthless. It's more of the same and does nothing for the game. Secondary objectives would change all current maps. That's a system.