Event Based Entity Componenty System So, I'm new to ECS. The concept is very interesting in contrast to traditional OOP and heavy inheritance. I'm working on a game right now that is open sourced, but does not actually have a game loop. It works by sending and receiving packets, and acting upon those received packets. In that case, what would I be looking at in this relationship between Systems and Components? Let's say I have an incoming Movement packet that is telling me to move Player A 5 units to the right. And let's say I have a lot of different types of packet types (let's say up to 100), each for different stuff, like maybe making a purchase at an NPC store. Another one for purchasing at a player store. Or maybe inviting and expelling players from a party. Or inviting and expelling players from a guild or alliance. At that point, I start getting a little confused. I can definitely see similarities in .. Adding Expelling people from a party, guild, alliance But each of those packets contain different information at their core. I'm tempted to write a component that Guilds, Alliances, and Parties can use (like AddRemoveMemberComponent), but the information coming in from the packet makes me hesitant. How would those components handle specifically? Maybe I'm just entangling myself in traditional inheritance, so it's hard for me to see the uniqueness of data. Would I have unique systems for explicitly handling Party, Guild, Alliance expulsions and invitations? And how would I dynamically know what to do with these different packets coming in (different packets for alliance, guild, party).