Game mechanics

game mechanicmechanicsgame modemechanicgame modesmodegameplay mechanicsmodesturnvictory point
Game mechanics are methods invoked by agents designed for interaction with the game state, thus providing gameplay.wikipedia
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Gameplay

game playplayabilityplay
Game mechanics are methods invoked by agents designed for interaction with the game state, thus providing gameplay.
Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience.

Game balance

difficulty levelbalancedifficulty
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.
Most competitive games feature some level of symmetry; some (such as Pong) are completely symmetric, but those in which players alternate turns (such as chess) can never achieve total symmetry as one player will always have a first-move advantage.

Risk (game)

RiskRisk'' (game)same name
In less abstract games (Risk), turns obviously denote the passage of time, but the amount of time is not clear, nor important.
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.

Sports game

Sportssports video gameSport
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.
Sports games sometimes make use of different modes for different parts of the game.

Impulse-based turn system

impulse-based 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).
An impulse-based turn system is a game mechanic where a game turn is broken up into a series of discrete, repeating segments, or impulses. It can be considered a fairly complex mechanic, but has been used in three games that have enjoyed long-term success, the wargames Star Fleet Battles and Car Wars, and the Hero System role-playing game (also known as Champions or Fantasy Hero).

Catan

The Settlers of CatanSettlers of CatanCatan: The Computer Game
An example is from The Settlers of Catan.
Players build by spending resources (brick, wood, sheep, wheat, and ore), represented by resource cards; each land type, with the exception of the unproductive desert, produces a specific resource.

Ra (board game)

Ra
The winning bidder must pay for the won privilege with some form of game resource (game money, points, etc.) (e.g.: Ra).
Ra is an auction game, where the players are all competing for the same resources.

Single-player video game

Single-playerSingle playersingle-player mode
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.
A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single-player, though the game also contains multi-player modes.

Board game

board gamesboardboardgame
Many board games involve the movement of playing tokens.
The rise in board game popularity has been attributed to quality improvement (more elegant mechanics, artwork, and graphics) as well as increased availability thanks to sales through the Internet.

Power-up

power-upspoweruppower ups
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.
In video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic.

Role-playing video game

role-playingRPGrole-playing game
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.
Many role-playing video games have origins in tabletop role-playing games (including Dungeons & Dragons) and use much of the same, settings and game mechanics.

Beowulf: The Legend

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.
The game mechanics of Beowulf include resource management and a "press your luck" component, where potential risk is balanced against potential reward.

Dungeons & Dragons

Advanced Dungeons & DragonsD&DAD&D
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.
Particularly notable are the use of dice as a game mechanic, character record sheets, use of numerical attributes and gamemaster-centered group dynamics.

Kingmaker scenario

kingmakerkingmakers kingmaker
Kingmaker scenario
In these games, the game mechanics, players' outcomes and strategies are often so interconnected that to eliminate all possibilities of this situation is almost impossible.

MUD

multi-user dungeongraphical MUDmudlib
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.
While there have been many variations in overall focus, gameplay and features in MUDs, some distinct sub-groups have formed that can be used to help categorize different game mechanics, game genres and non-game uses.

Game design

game designerdesignervideo game designer
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 studies

ludologyludologistvideo game studies
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.

Factors of production

resourcesfactor of productionresource
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.

Depth

article depth
Complexity in game mechanics should not be confused with depth or even realism.

Realism (arts)

Realismrealistrealistic
Complexity in game mechanics should not be confused with depth or even realism.

Go (game)

Goweiqigame of Go
Go is perhaps one of the simplest of all games, yet exhibits an extraordinary depth of play.

PC game

computer gamecomputer gamesPC
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.

Video game

video gamesgamevideogame
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.

Video game industry

Video gamesComputer and video gamesInteractive entertainment
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.

Space Invaders

Space Invaders: The Original GameSpace InvaderINVADERS
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.