In tabletop games and video games, game mechanics define how a game works for players. [1] Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. [2] The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players.
Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and spell slots.
There is no consensus on the precise definition of game mechanics. [3] Competing definitions claim that game mechanics are:
A game's mechanics are not its theme. Some games have a theme—some element of representation. For example, in Monopoly, the events of the game represent another activity, the buying and selling of properties. Two games that are mechanically similar can be thematically different, and visa versa. The tension between a game's mechanics and theme is ludonarrative dissonance. [6] [7] [8]
Abstract games do not have themes, because the action is not intended to represent anything. Go is an example of an abstract game.
Some game studies scholars distinguish between game mechanics and gameplay. In Playability and Player Experience Research, the authors define gameplay as "the interactive gaming process of the player with the game." [9] In this definition, gameplay occurs when players interact with the game mechanics. Similarly, in Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay, the authors define gameplay as "interacting with a game design in the performance of cognitive tasks". [10] Video games researcher Carlo Fabricatore defines gameplay as:
In Ernest Adams and Andrew Rollings on game design, the authors define gameplay as the combination and interaction of many elements of a game. [12]
However, popular usage sometimes elides the two terms. For example, gamedesigning.org defines gameplay as the core game mechanics that determine a game's overall characteristics. [13]
Scholars organize game mechanics into categories, which they use (along with theme and gameplay) to classify games. For example, in Building Blocks of Tabletop Game Design, Geoffrey Engelstein and Isaac Shalev classify game mechanisms into categories based on game structure, turn order, actions, resolution, victory conditions, uncertainty, economics, auctions, worker placement, movement, area control, set collection, and card mechanisms. [14]
The following examples of game mechanics are not a strict or complete taxonomy. This list is alphabetical.
Each player receives a budget of action points to use on each turn. These points may be spent on various actions according to the game rules, such as moving pieces, drawing cards, collecting money, etc. [15] [16]
Alignment is a game mechanic in both tabletop role-playing games and role-playing video games. Alignment represents characters' moral and ethical orientation, such as good or evil. [17] In some games, a player character's alignment permits or prohibits the use of additional game mechanics. For example, in Shin Megami Tensei: Strange Journey Redux, alignment determines which demon assistants a player can or cannot recruit, and in Star Wars Knights of the Old Republic II: The Sith Lords, players aligned with the light and dark sides of The Force gain different bonuses to attacks, healing, and speed. [18]
Some games use an auction or bidding system in which the players make competitive bids to determine which player wins the right to perform particular actions. Such an auction can be based on different forms of payment:
In some games, the number of tokens a player has on the playing surface represents their current strength in the game. A central goal is capturing an opponent's tokens, which removes 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). Some games allow the capturing player to take possession of the captured tokens and use them later in the game (e.g. Shogi, Reversi, Illuminati), also known as conversion. [22]
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.
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 occurs in games that simulate direct conflicts of interest.
Different dice formulas are used to generate different probability curves. A single die has equal probability of landing on any particular side, and consequently produces a linear probability distribution curve. The sum of two or more dice, however, results in a bell curve-shaped probability distribution, with the addition of further dice resulting in a steeper bell curve, decreasing the likelihood of an extreme result. A linear curve is generally perceived by players as being more "swingy", whereas a bell curve is perceived as being more "fair". [25] [26]
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. [27]
Crafting new in-game items is a game mechanic in open world survival video games such as Minecraft and Palworld , [28] role-playing video games such as Divinity: Original Sin [29] and Stardew Valley, [30] tabletop role-playing games such as Dungeons & Dragons, [31] and deck-building card games such as Mystic Vale. [32] Crafting mechanics rely on set collection mechanics, since crafting new items requires obtaining specific sets of items, then transforming them into new ones.
A game mode is a distinct configuration that varies gameplay and affects how other game mechanics behave. A game with several modes presents different settings in each, changing how a particular element of the game is played.
A common example is the choice between single-player and multiplayer modes in video games, [33] [34] where multiplayer can further be cooperative or competitive. [35] [36] A sandbox mode allows free play without predefined goals. [37] In a Time Attack Mode, the player tries to score, progress or clear levels in a limited amount of time. [38]
Changing modes while the game is in progress can increase difficulty and provide additional challenge or reward 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 player a temporary ability to eat enemies. [39]
A game mode may restrict or change the behavior of the available tools, such as allowing play with limited/unlimited ammo, new weapons, obstacles or enemies, or a timer, etc. A mode may establish different rules and game mechanics, such as altered gravity, win at first touch in a fighting game, or play with some cards face-up in a poker game. A mode may even change a game's overarching goals, such as following a story or character's career vs. playing a limited deathmatch or capture the flag set.
Many board games involve the movement of tokens. Movement mechanics govern how and when these tokens are allowed to move.
Some game boards are divided into small, equally-sized areas that can be occupied by game tokens. (Often such areas are called squares, even if not square in shape.) Movement rules 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, such as miniatures games, are played on surfaces with no marked areas.
Many games involve the management of resources. [40] [41] Examples of game resources include tokens, money, land, natural resources, human resources and game points. Players establish 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). Game rules determine how players can increase, spend, or exchange resources. The skillful management of resources lets players influence the game's outcome.
Engine building is a mechanism that involves building and optimizing a system to create a flow of resources. [42] : 311–313 SimCity is an example of an engine-building video game: money activates building mechanisms, which in turn unlock feedback loops between many internal resources such as people, job vacancies, power, transport capacity, and zone types. [42] : 313 In engine-building board games, the player adds and modifies combinations of abilities or resources to assemble a virtuous circle of increasingly powerful and productive outcomes. [43]
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 players lay down lettered tiles to form words and score points, [44] and Tikal , in which players lay jungle tiles on the play surface then move tokens through them to score points. [45]
A turn is a segment of a game set aside for certain actions to happen before moving on to the next turn, where the sequence of events can largely repeat. Some games, such as Monopoly and chess, use player turns where one player performs their actions before another player can perform any on their turn. [46] [47] Some games use game turns, where all players contribute to the actions of a single turn. Some games combine the two. For example, Civilization uses a series of player turns followed by a trading round in which all players participate. [48]
Games with semi-simultaneous turns allow for some actions on another player's turn.
Victory conditions control how a player wins the game. Examples of victory conditions include the necessity of completing a quest in a role-playing video game, [49] or the player being suitably trained in a skill in a business game. [50] Some games also feature a losing condition, such as being checkmated in chess, or being tagged in tag. In such a game, the winner is the only remaining player to have avoided loss. Games are not limited to one victory or loss condition, and can combine several at once. [51] Tabletop role-playing games and sandbox games frequently have no victory condition.
Some games include a mechanism designed to make progress towards victory more difficult for players in the lead. 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. For example, in The Settlers of Catan, a neutral piece (the robber) 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. In some racing games, such as Chutes and Ladders, a player must roll or spin the exact number needed to reach the finish line; e.g., if a player is only four spaces from the finish line then they 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.
Worker placement is a game mechanism where players allocate a limited number of tokens ("workers") to multiple stations that provide various defined actions. [52] [42] : 160–163 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 . [52] 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. [42] : 307
A board game is a type of tabletop game that involves small objects that are placed and/or moved in particular ways on a patterned board, potentially including other components, e.g. dice.
A Eurogame, also called a German-style board game, German game, or Euro-style game, is a class of tabletop games that generally features indirect player interaction, lacks player elimination, and provides multiple ways to score points. Eurogames are sometimes contrasted with American-style board games, which generally involve more luck, conflict, and drama. They are usually less abstract than chess or Go, but more abstract than wargames. Likewise, they generally require more thought and planning than party games such as Pictionary or Trivial Pursuit.
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 the world, divided into 42 territories, which are grouped into six continents. Turns rotate 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.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, tabletop role-playing games, or tile-based games.
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.
Twilight Imperium is a strategy board game produced by Fantasy Flight Games and Asmodee in the genre of science fiction and space opera. It was designed by Christian T. Petersen and was first released in 1997. It is now in its fourth edition (2017), which has large changes over previous editions. It is known for the length of its games and its in-depth strategy. As of 2024, its compelling gameplay and enduring popularity have been hailed by Nerdist and Polygon as one of the "greatest board games ever made."
The following outline is provided as an overview of and topical guide to games and gaming:
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks.
A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.
Small World is a board game designed by Philippe Keyaerts, Illustrated by Miguel Coimbra and Cyrille Daujean as graphic designer, and published by Days of Wonder in 2009. The game is a reworking of Keyaerts' 1999 game Vinci. Small World has won several awards, including Games magazine 2010 Game of the Year.
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.
The Star Wars Roleplaying Game is a tabletop role-playing game set in the Star Wars universe, first published by Fantasy Flight Games in 2012. It consists of different standalone cross-compatible games where each one is a separate themed experience. The sourcebooks support games set from the Clone Wars era to the original Star Wars trilogy era; there is limited support for the Star Wars sequel trilogy era. Since 2020, the game line has been maintained by Asmodee's subsidiary Edge Studio.
King of Tokyo is a monster movie-themed tabletop game using custom dice, cards, and boards, designed by Richard Garfield and released in 2011. A New York City-based edition, King of New York, was published in 2014. The game was re-released in 2016, with all-new artwork and characters.
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, war games, or simulation games.
This glossary of board games 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 specific to chess problems, see Glossary of chess problems.
A digital tabletop game is a video game genre characterized by gameplay similar to physical tabletop games such as board games, card games, and role-playing games. Many digital tabletop games are adaptions of existing physical games, although some digital tabletop games were created only as video games. Players can also use tabletop game simulators to recreate tabletop games using various game pieces.
Tellstones: King's Gambit is a 2020 tabletop game created by Riot Games under their Riot Tabletop division. Two or four players take turns placing, swapping, and guessing tokens; the goal of the game is to either guess three tokens correctly or "boast" successfully by correctly guessing all hidden tokens. Developed as part of Riot's expansion into games outside League of Legends, the game is the company's second tabletop product following their 2016 release Mechs vs. Minions. Tellstones was released in September 2020; reviewers praised the game for its presentation and build quality, but criticized its gameplay as short and uninteresting.
For the King is a roguelike role-playing video game developed by Canadian game developer IronOak Games and published by Curve Games. It was released in February 2017 to early access on Steam with a full release in April 2018. Gameplay revolves around exploration, clearing dungeons, and collecting new gear and weapons across the fictional land of Fahrul, with both co-op and single-player modes being available. A sequel, For the King II, was released on November 2, 2023.
A game board is the surface on which one plays a board game.
playability is the evaluative process directed toward games, whereas player experience is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)
The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion
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, ..