1. A method for attribute-driven gameplay, the method comprising: maintaining in memory a table of quantified attributes for a game character, the quantified attributes including static attributes, dynamic attributes, and meta attributes; receiving a training request sent over a communication network from a player associated with the game character, wherein the static attribute is adjusted in accordance with the requested training; receiving an instruction sent over the communication network from the player regarding a gameplay action by the game character; executing instructions stored in memory, wherein execution of the instructions by a processor: identifies that the detected gameplay action is associated with a specified adjustment to a corresponding dynamic attribute, determines that the adjusted static attribute allows for the specified adjustment to the corresponding dynamic attribute, wherein the game character is allowed to perform the gameplay action based on the specified adjustment being allowed, adjusts the dynamic attribute corresponding to the detected gameplay interaction in accordance with the specified adjustment as allowed by the adjusted static attribute, and adjusts a meta attribute based on the adjusted dynamic attribute; and updating the table of quantified attributes based on the adjusted static attribute, the adjusted dynamic attribute, and the adjusted meta attribute, and the adjusted static attribute, wherein subsequent gameplay action by the game character is constrained by the updated table of quantified attributes.
1. A method for attribute-driven gameplay, the method comprising: maintaining in memory a table of quantified attributes for a game character, the quantified attributes including static attributes, dynamic attributes, and meta attributes; receiving a training request sent over a communication network from a player associated with the game character, wherein the static attribute is adjusted in accordance with the requested training; receiving an instruction sent over the communication network from the player regarding a gameplay action by the game character; executing instructions stored in memory, wherein execution of the instructions by a processor: identifies that the detected gameplay action is associated with a specified adjustment to a corresponding dynamic attribute, determines that the adjusted static attribute allows for the specified adjustment to the corresponding dynamic attribute, wherein the game character is allowed to perform the gameplay action based on the specified adjustment being allowed, adjusts the dynamic attribute corresponding to the detected gameplay interaction in accordance with the specified adjustment as allowed by the adjusted static attribute, and adjusts a meta attribute based on the adjusted dynamic attribute; and updating the table of quantified attributes based on the adjusted static attribute, the adjusted dynamic attribute, and the adjusted meta attribute, and the adjusted static attribute, wherein subsequent gameplay action by the game character is constrained by the updated table of quantified attributes. 3. The method of claim 1 , further comprising readjusting the updated dynamic attribute back to an original state after a period of time.