Game mechanics

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Game mechanics are methods invoked by agents designed for interaction with the game state, thus providing gameplay. [1] All games use mechanics; however, the scientists at Mojang and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience.

Game recreative activity

A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work or art.

Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements.

Game design game development process of designing the content and rules of a game

Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.

Contents

The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and resources determine game balance. Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade.

In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. An unbalanced system represents wasted development resources at the very least, and at worst can undermine the game's entire ruleset by making important roles or tasks impossible to perform.

Complexity in game mechanics should not be confused with depth or even realism. Go is perhaps one of the simplest of all games, yet exhibits an extraordinary depth of play. Most computer or video games feature mechanics that are technically complex (in terms of making a human do all the calculations involved) even in relatively simple designs.

Realism (arts) Artistic style of representing subjects realistically

Realism, sometimes called naturalism, in the arts is generally the attempt to represent subject matter truthfully, without artificiality and avoiding artistic conventions, or implausible, exotic, and supernatural elements. Realism has been prevalent in the arts at many periods, and can be in large part a matter of technique and training, and the avoidance of stylization.

A PC game, also known as a computer game or personal computer game, is a type of video game played on a personal computer rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult.

Video game electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an increasingly important part of the entertainment industry, and whether they are also a form of art is a matter of dispute.

In general, commercial video games have gone from simple designs (such as Space Invaders and Asteroids ) to extremely complex ones (such as Gran Turismo 5 and Crysis 2 ) as processing power has increased. In contrast, casual games have generally featured a return to simple, puzzle-like designs, though some are getting more complex.[ citation needed ] In physical games, differences generally come down to style, and are somewhat determined by intended market.[ clarification needed ]

The video game industry is the economic sector involved in the development, marketing, and monetization of video games. It encompasses dozens of job disciplines and its component parts employ thousands of people worldwide.

<i>Space Invaders</i> Landmark fixed shooter arcade video game from 1978

Space Invaders is a 1978 arcade game created by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed in the United States by the Midway division of Bally. Within the shooter genre, Space Invaders was the first fixed shooter and set the template for the shoot 'em up genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible.

<i>Gran Turismo 5</i> 2010 video game

Gran Turismo 5 is a racing video game developed by Polyphony Digital and published by Sony Computer Entertainment. It was released for PlayStation 3 on November 24, 2010 and is the tenth game overall in the Gran Turismo video game series. It expanded on the game's Prologue version and is the first entry of the series to be developed for PlayStation 3. As of 2013, it was one of the best-selling PS3 games and the best selling PS3 exclusive with over 10 million copies sold.

Game mechanics vs. gameplay

Gameplay could be defined as the combination and interaction of many elements of a game. [2] However, there is some confusion as to the difference between game mechanics and gameplay. For some, gameplay is nothing more than a set of game mechanics. For others, gameplay—especially when referenced in the term of "basic gameplay"—refers to certain core game mechanics which determine the overall characteristics of the game itself.[ citation needed ]

For example, the basic gameplay of a shooting or fighting video game is to hit while not being hit. In a graphic adventure game, the basic gameplay is usually to solve puzzles related to the context. The basic gameplay of poker is to produce certain numerical or categorical combinations. Golf's basic gameplay is to hit a ball and reach a designated spot.

Poker family of card games

Poker is a family of card games that combines gambling, strategy, and skill. All poker variants involve betting as an intrinsic part of play, and determine the winner of each hand according to the combinations of players' cards, at least some of which remain hidden until the end of the hand. Poker games vary in the number of cards dealt, the number of shared or "community" cards, the number of cards that remain hidden, and the betting procedures.

Golf sport in which players attempt to hit a ball with a club into a goal using a minimum number of shots

Golf is a club-and-ball sport in which players use various clubs to hit balls into a series of holes on a course in as few strokes as possible.

The goal of these games is slightly different from the gameplay itself. For example, while reaching the end of a stage (in platform games), defeating the boss, advancing your characters' progress through the story (RPGs) or sinking the ball into a hole (golf) may be the purpose of playing a game, the fun is derived primarily by the means and the process in which such a goal is achieved.[ citation needed ] Basic gameplay defines what a game is, to the player, while game mechanics determine the parts of which the entire game consists of.

In video games, gamers have a well-defined notion of what is considered gameplay. This is:

What a player and other entities can do within a game would also fall under the mechanics of a game.

However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. For example, the basic gameplay of fighting game can be deconstructed to attack and defense, or punch, kick, block, dodge and throw; which can be further deconstructed to strong/weak punch/kick. For this reason, game mechanics is more of an engineering concept while gameplay is more of a design concept.

Game mechanics vs. theme

Some games are 'abstract'—that is, the action is not intended to represent anything; Go is one famous example. Other games have a 'theme'—some element of representation. Monopoly is a famous example where the events of the game are intended to represent another activity, in this case, the buying and selling of properties.

Games that are mechanically similar can vary widely in theme. Eurogames often feature relatively simple systems, and stress the mechanics, with the theme merely being a context to place the mechanics in.

Some wargames, at the other extreme, are known for complex rules and for attempts at detailed simulation.

Key game mechanism categories

Game mechanics fall into several more or less well-defined categories, which (along with basic gameplay and theme) are sometimes used as a basis to classify games.

Turns

A chess clock can be used to measure and limit the time taken by each player in a turn-based game Chess (2846141682).jpg
A chess clock can be used to measure and limit the time taken by each player in a turn-based game

A game turn is an important fundamental concept to almost all non-computer games, and many video games as well (although in video games, various real-time genres have become much more popular). In general, a turn is a segment of the game set aside for certain actions to happen before moving on to the next turn, where the sequence of events can largely repeat. In a truly abstract game ( backgammon ) turns are nothing more than a means to regulate play. In less abstract games ( Risk ), turns obviously denote the passage of time, but the amount of time is not clear, nor important. In simulation games, time is generally more concrete. Wargames usually specify the amount of time each turn represents, and in sports games a turn is usually distinctly one 'play', although the amount of time a play or turn takes can vary.

Some games use player turns where one player gets to perform his actions before another player can perform any on his turn ( Monopoly and chess would be classic examples). Some use game turns, where all players contribute to the actions of a single turn (board-game simulations of American football tend to have both players pick plays and then determine the outcome; each 'play' or 'down' can be considered a turn). Some games have 'game turns' that consist of a round of player turns, possibly with other actions added in ( Civilization plays with a series of player turns followed by a trading round in which all players participate).

In games that are meant to be some sort of simulation, the on/off nature of player turns can cause problems and has led to a few extra variations on the theme. The semi-simultaneous turn allows for some reactions to be done during the other player's turn. The impulse-based turn divides the turn into smaller segments or impulses where everyone does some of their actions at one time, and then reacts to the current situation before moving on to the next impulse (as seen in Star Fleet Battles or Car Wars ).

In some games, not all turns are alike. Usually, this is a difference in what phases (or different portions of the turn) happen. Imperium Romanum II for instance, features a "Taxation and Mobilization Phase" in every third turn (month), which does not occur in the other turns. Napoleon has an unusual variation on the idea, where every third player turn is 'night turn' where combat is not allowed.

Even in real-time computer games, there are often certain periodic effects. For instance, a wounded character in World of Warcraft will gradually recover health while out of combat. The rate of recovery is calculated from the character's statistics and applied per "tick" as a lump sum, so a character would gain ten health per tick, instead of one every tenth of a tick. These periodic effects can be considered the vestigial remnants of the concept of turns.

Action points

These control what players may do on their turns in the game by allocating each player a budget of "action points" each turn. These points may be spent on various actions according to the game rules, such as moving pieces, drawing cards, collecting money, etc. This type of mechanism is common in many "German-style board games".

Auction or bidding

Some games use an auction or bidding system in which the players make competitive bids to determine which player gets the right to perform particular actions. Such an auction can be based on different forms of "payment":

In some games the auction determines a unique player who gains the privilege; in others, the auction orders all players into a sequence, often the sequence in which they take turns during the current round of gameplay.

Cards

These involve the use of cards similar to playing cards to act as a randomizer and/or to act as tokens to keep track of states in the game.

A common use is for a deck of cards to be shuffled and placed face down on or near the game playing area. When a random result is called for, a player draws a card and what is printed on the card determines the outcome of the result.

Another use of cards occurs when players draw cards and retain them for later use in the game, without revealing them to other players. When used in this fashion, cards form a game resource.

Capture/eliminate

A piece being captured in the game Sidjah Sidjah game board 3.svg
A piece being captured in the game Sidjah

In some games, the number of tokens a player has on the playing surface is related to his current strength in the game. In such games, it can be an important goal to capture opponent's tokens, meaning to remove them from the playing surface.

Captures can be achieved in a number of ways:

In some games, captured tokens are simply removed and play no further part in the game (e.g. chess). In others, captured tokens are removed but can return to play later in the game under various rules (e.g. backgammon, pachisi). Less common is the case in which the capturing player takes possession of the captured tokens and can use them himself later in the game (e.g. shogi, Reversi, Illuminati).

Many video games express the capture mechanism in the form of a kill count, (sometimes referred to as "frags"), reflecting the number of opposing pawns eliminated during the game.

Catch-up

Some games include a mechanism designed to make progress towards victory more difficult the closer a player gets to it. The idea behind this is to allow trailing players a chance to catch up and potentially still win the game, rather than suffer an inevitable loss once they fall behind. This may be desirable in games such as racing games that have a fixed finish line.

An example is from The Settlers of Catan . This game contains a neutral piece (the robber), which debilitates the resource generation of players whose territories it is near. Players occasionally get to move the robber, and frequently choose to position it where it will cause maximal disruption to the player currently winning the game.

Another example, often seen in racing games, such as Chutes and Ladders is by requiring rolling or spinning the exact number needed to reach the finish line; e.g., if a player is only four spaces from the finish line then he must roll a four on the die or land on the four with the spinner. If more than four is rolled, then the turn is forfeited to the next player.

Other games do the reverse, making the player in the lead more capable of winning, such as in Monopoly , and thus the game is drawn to an end sooner. This may be desirable in zero-sum games.

Dice

These involve the use of dice, usually as randomisers. Most dice used in games are the standard cubical dice numbered from 1 to 6, though games with polyhedral dice or those marked with symbols other than numbers exist.

The most common use of dice is to randomly determine the outcome of an interaction in a game. An example is a player rolling a die or dice to determine how many board spaces to move a game token.

Dice often determine the outcomes of in-game conflict between players, with different outcomes of the die/dice roll of different benefit (or adverse effect) to each player involved. This is useful in games that simulate direct conflicts of interest.

Movement

The hexagonal board of Divine Right TSR's Divine Right Strategy Game.jpg
The hexagonal board of Divine Right

Many board games involve the movement of playing tokens. How these tokens are allowed to move, and when, is governed by movement mechanics.

Some game boards are divided into more or less equally-sized areas, each of which can be occupied by one or more game tokens. (Often such areas are called squares, even if not strictly square in shape.) Movement rules will specify how and when a token can be moved to another area. For example, a player may be allowed to move a token to an adjacent area, but not one further away. Dice are sometimes used to randomize the allowable movements.

Other games, particularly miniatures games are played on surfaces with no marked areas. A common movement mechanism, in this case, is to measure the distance which the miniatures are allowed to move with a ruler. Sometimes, generally in naval wargames, the direction of movement is restricted by use of a turning key.

Resource management

Many games involve the management of resources. Examples of game resources include tokens, money, land, natural resources, human resources and game points. Resource management involves the players establishing relative values for various types of available resources, in the context of the current state of the game and the desired outcome (i.e. winning the game). The game will have rules that determine how players can increase, spend, or exchange their various resources. The skillful management of resources under such rules allows players to influence the outcome of the game.

Risk and reward

Some games include situations where players can "press their luck" in optional actions where the danger of a risk must be weighed against the chance of reward. For example, in Beowulf: The Legend , players may elect to take a "Risk", with success yielding cards and failure weakening the player's ultimate chance of victory. [4]

Role-playing

Role-playing games often rely on mechanics that determine the effectiveness of in-game actions by how well the player acts out the role of a fictional character. While early role-playing games such as Dungeons & Dragons relied heavily on either group consensus or the judgement of a single player (deemed the Dungeon Master or Game Master) or on randomizers such as dice, later generations of narrativist games use more structured and integrated systems to allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the gameplay.

Tile-laying

Square tiles that join to form cities and roads, in the game Carcassonne Carcassonne-meeple.jpg
Square tiles that join to form cities and roads, in the game Carcassonne

Many games use tiles - flat, rigid pieces of a regular shape - that can be laid down on a flat surface to form a tessellation. Usually, such tiles have patterns or symbols on their surfaces, that combine when tessellated to form game-mechanically significant combinations.

The tiles themselves are often drawn at random by the players, either immediately before placing them on the playing surface, or in groups to form a pool or hand of tiles from which the player may select one to play.

Tiles can be used in two distinct ways:

Examples of tile mechanics include: Scrabble , in which tiles are letters and players lay them down to form words and score points; and Tikal , in which players lay tiles representing newly explored areas of jungle, through which archaeologists (represented by tokens) must move to score game points.

Worker placement

Worker placement is a game mechanism where players allocate a limited number of tokens ("workers") to multiple stations that provide various defined actions. [5] [6] The worker placement mechanism originates with board games. Stewart Woods identifies Keydom (1998; later remade and updated as Aladdin's Dragons ) as the first game to implement the mechanic. Worker placement was popularized by Caylus (2005) and became a staple of the Eurogame genre in the wake of the game's success. Other popular board games that use this mechanism include Stone Age and Agricola . [5] Although the mechanism is chiefly associated with board games, the worker placement concept has been used in analysis of other game types. For instance, Adams and Dormans describe the assigning of tasks to SCV units in the real-time strategy game StarCraft as an example of the worker placement mechanic. [6]

Game modes

A game mode is a distinct configuration that varies gameplay and affects how other game mechanics behave. A game with several modes will present different settings in each one, changing how a particular element of the game is played. One of the most common examples of game mode is the single-player versus multiplayer choice in video games, where multiplayer can further be cooperative or competitive.

Common game modes include a Time Attack Mode, in which the player tries to score, progress or clear levels in a limited amount of time. In Marathon Mode the goal is to clear a certain number of levels or challenges in a continuous streak without losing.

Changing modes while the game is ongoing can be used as a means to increase difficulty and provide additional challenge, or as a reward for player success. Power-ups are modes that last for a few moments or that change only one or a few game rules; for example power pellets in Pac-Man give the temporary ability to eat the enemies for a few seconds.

Other examples include the availability of a sandbox mode without predefined goals or progression. The division of game content in stages or chapters, where each stage expands the rules that a player can use with respect to the previous stage, increases game complexity, and variety. If the game advances through these stages by moving through different areas, these areas are called levels or maps; if the character unlocks new abilities through activities or rewards, they receive a currency called experience points. These points can be used to upgrade or augment various pre-determined abilities.

A game mode may restrict or change the behavior of the available tools ( e.g. play with limited/unlimited ammo, new weapons, obstacles or enemies, a timer, etc.), establish different rules and game mechanics (e.g. altered gravity; win at first touch in a fighting game; play with some cards face-up in a poker game) or even change the overall game goals (following a campaign, story or character's career vs. playing a limited deathmatch or capture the flag set).

Victory condition mechanics

These mechanics control how a player wins the game.

Goals

This is the most general sort of victory condition, which can be broad enough to encompass any method of winning, but here refers to game-specific goals that are usually not duplicated in other games. An example is the checkmate of a king in chess.

Quest

A quest in role-playing video games—including massively multiplayer online role-playing games (MMORPGs) and their predecessors, MUDs—is a task that a player-controlled character, "party" or group of characters may complete in order to gain a reward. [7] [8]

Loss avoidance

Some games feature a losing condition, such as being checkmated (chess), running out of cards first (War), running out of hitpoints (Quake), or being tagged (tag). In such a game, the winner is the only remaining player to have avoided loss.

Piece elimination

Some games with capture mechanics are won by the player who removes all, or a given number of, the opponents' playing pieces.

Puzzle solving

Some games end when a player wins by solving a puzzle or riddle posed by the game. Examples include Cluedo, hangman and zendo.

Races

Many simple games (and some complex ones) are effectively races. The first player to advance one or more tokens to or beyond a certain point on the board wins. Examples: backgammon, ludo, chutes & ladders.

Structure building

The goal of a structure building game is to acquire and assemble a set of game resources into either a defined winning structure or into a structure that is somehow better than those of other players. In some games, the acquisition is of primary importance (e.g. concentration), while in others the resources are readily available and the interactions between them form more or less useful structures (e.g. poker).

Territory control

A winner may be decided by which player controls the most "territory" on the playing surface, or a specific piece of territory. This is common in wargames but is also used in more abstract games such as go.

Victory points

A player's progress is often measured by an abstract quantity of victory points or simply known as VP, which accumulate as the game develops. Victory points or similar quantities need not be restricted to development games, but are most common in that type as they ensure sufficient reward for all aspects of development. For example, in a game involving the development of civilizations, there is usually no need to reward investments such as trade and military expenditures, which yield their own strategic benefits. However, a victory point system may be used to reward more subjective aspects of civilization-building, such as the arts.

The winner can be decided either by:

This mechanism is often used explicitly in German-style board games, but many other games are played for points that form a winning condition. The electoral college of the United States political system is also a well-publicized example of this type of victory condition. Victory points may be partially disguised in the role of game resources, with play money being a common example.

Combination conditions

Some games have multiple victory or loss conditions. For example, a round of Pokémon Trading Card Game can end in three ways:

The first condition is a goal measured by victory points, while the other two are loss conditions. [9]

See also

Related Research Articles

Eurogame Type of board game

A Eurogame, also called a German-style board game, German game, or Euro-style game, is a class of tabletop games that generally have indirect player interaction and abstract physical components.

<i>Risk</i> (game) Grand-strategy board-game with the goal of conquering the world.

Risk is a strategy board game of diplomacy, conflict and conquest for two to six players. The standard version is played on a board depicting a political map of Earth, divided into forty-two territories, which are grouped into six continents. Turn rotates among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and in doing so, eliminate the other players. The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game.

The Wheel of Time Collectible Card Game

The Wheel of Time: Collectible Card Game was a collectible card game based on Robert Jordan's The Wheel of Time fantasy series, published by Precedence Entertainment in December 1999. The Wheel of Time was somewhat unusual among contemporary CCG's, because the game required a play mat with tokens and customised six-sided dice to play it. It uses some similar game mechanics to the Babylon 5 Collectible Card Game and the Tomb Raider Collectible Card Game, which were also published by Precedence.

Rummy card game

Rummy is a group of matching-card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which consists of sets, three or four of a kind of the same rank; or runs, three or more cards in sequence, of the same suit. If a player discards a card, making a run in the discard pile, it may not be taken up without taking all cards below the top card. The Mexican game of Conquian is considered by games scholar David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo. The rummy principle of drawing and discarding with a view to melding appears in Chinese card games at least in the early 19th century, and perhaps as early as the 18th century.

Role-playing game system Set of game mechanics used in a role-playing game

A role-playing game system is a set of game mechanics used in a role-playing game (RPG) to determine the outcome of a character's in-game actions.

Twilight Imperium Science-fiction themed board game

Twilight Imperium is a strategy board game produced by Fantasy Flight Games. It was designed by Christian T. Petersen and was first released in 1997. The game is in its fourth edition (2017), which has large changes over previous editions. It is known for the length of its gameplay, and its in-depth strategy.

A diceless role-playing game is a role-playing game which is not based on chance: it does not use randomisers to determine the outcome of events in its role-playing game system. The style of game is known as "diceless" because most games use dice as their randomiser; some games such as Castle Falkenstein use other randomisers such as playing cards as substitutes for dice, and are not considered "diceless".

Catan Histories: Struggle for Rome is a 2006 German-style board game based on the game mechanics of Settlers of Catan, depicting the fall of the Western Roman Empire. The game is created by Klaus Teuber, the creator of Settlers, and is published under license from Catan GmbH by Kosmos in German and Mayfair Games in English. It is the second game in the Catan Histories series of board games. Often games produced in different languages by different publishers have slight rule differences between the versions. Catan Histories: Struggle for Rome is no exception.

<i>Armageddon Empires</i> video game

Armageddon Empires is a 4x turn-based strategy video game for Microsoft Windows and Mac OS X. It was released internationally for Microsoft Windows on July 16, 2007, and for Mac OS X on October 9, 2007. The title is the first game released by independent game developer Cryptic Comet.

A number of related games under the Yahtzee brand have been produced. They all commonly use dice as the primary tool for game play, but all differ generally. As Yahtzee itself has been sold since 1954, the variants released over the years are more recent in comparison, with the oldest one, Triple Yahtzee, developed in 1972, eighteen years after the introduction of the parent game.

Catan: Traders & Barbarians is the third expansion to the Settlers of Catan games, developed by Klaus Teuber. It contains a series of new scenarios and small variations, which are meant for two, three, or four players, with limited compatibility between the other two expansions, Catan: Seafarers and Catan: Cities & Knights. Three of the modules had been previously offered as "mini-expansions", though two have new rules in Traders. The expansion itself is named for one of the scenarios therein.

Catan Historical Scenarios II: Troy and Great Wall was the second Historical Scenario expansion to the Settlers of Catan game, released in 2001 by Kosmos, though other distributors have redistributed this with a rules translation. Both scenarios are designed for four or six players; six-player play requires the Settlers 5-6 player extension.

Android is an adventure board game designed by Kevin Wilson and Dan Clark, published in 2008 by Fantasy Flight Games. Set in a dystopian future, where the Moon is colonized and androids and clones are real, players take on the roles of murder investigators, investigating a murder within the fictional cities of New Angeles and Heinlein, a colony on the Moon. Players attempt to gain Victory Points by solving the murder, solving the conspiracy, and/or resolving the investigators' personal issues. The player with the most Victory Points wins the game.

Age of Mythology: The Boardgame

Age of Mythology: The Boardgame is a board game created by Glenn Drover based on the video game Age of Mythology. It was released in 2003 by Eagle Games. Up to four players may play the game, but extra parts may be purchased from Eagle Games to allow eight players to play.

Tile-matching video game type of puzzle video game

A tile-matching video game is a type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion. In many tile-matching games, that criterion is to place a given number of tiles of the same type so that they adjoin each other. That number is often three, and these games are called match-three games.

<i>Lords of Waterdeep</i> Board game

Lords of Waterdeep is a German-style board game designed by Peter Lee and Rodney Thompson and published by Wizards of the Coast in 2012. The game is set in Waterdeep, a fictional city in the Forgotten Realms campaign setting for the Dungeons & Dragons role-playing game. Players take the role of masked rulers of Waterdeep, deploying agents and hiring adventurers to complete quests and increase their influence over the city.

This list includes terms used in video games and the video game industry, as well as slang used by players.

This page explains commonly used terms in board games in alphabetical order. For a list of board games, see List of board games. For terms specific to chess, see Glossary of chess. For terms related to chess problems, see Glossary of chess problems.

References

  1. Sicart, Miguel (1 December 2008). "Defining Game Mechanics". Game Studies. 8 (2). ISSN   1604-7982 . Retrieved 22 June 2016.
  2. Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN   1-59273-001-9. One or more causally linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, ..
  3. Fabricatore, Carlo. Gameplay and Game mechanics Design: A Key to Quality in Videogames , p.5 (PDF)
  4. "Beowulf: The Legend DESCRIPTION". Fantasy Flight Games. Archived from the original on 15 December 2010. Retrieved 20 May 2010. "the player who took the risk instead takes a "scratch," a minor wound that has the strong potential to ultimately undermine the player's chances of success. These frequent risks are remarkably nerve-racking"
  5. 1 2 Woods, Stewart (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. North Carolina: McFarland & Company. ISBN   978-0-7864-6797-6.
  6. 1 2 Adams, Ernest; Dormans, Joris (2012). Game Mechanics: Advanced Game Design (PDF). California: New Riders Games, an imprint of Peachpit. ISBN   978-0-321-82027-3.
  7. "Effective Quest Design in MMORPG Environment". Archived from the original on 2005-08-12., Game Developers Conference 2005, March 11, 2005
  8. "May Mud of the Month". The MUD Connector. 1999. Archived from the original on 2007-11-20. Our areas also include the ability to track a player's progress in a task, and allows for incredibly detailed quests.
  9. "Pokemon Trading Card Game Rulebook 2012" (PDF). p. 8. Retrieved 22 June 2016.