Game Mechanics
Recently I’ve talked a number of groups about making experiences more playful. Instrumental in those discussions has been a consideration of the elements at our disposal. Here is my combination of the various definitions of game mechanics offered by Wikipedia, SCVNGR & Gamification.org.
- Achievements – Achievements are a virtual or physical representation of having accomplished something.
- Action points – Action points limit or control which actions a player performs each turn.
- Appointments – Appointment dynamic requires the player to perform some action at a predetermined time or place.
- Auction/ Bidding – An auction or bidding system encourages players to make competitive bids in order to win some prize.
- Behavioural momentum – Behavioural momentum is the tendency of players to keep doing what they have been doing.
- Bonuses/ Modifiers – Bonuses are a reward after having completed a series of challenges or core functions.
- Capture/ Eliminate – Players must capture or eliminate their opponent’s tokens.
- Cards – Cards can act as a randomiser to affect game conditions or as tokens to track game states.
- Cascading Information Theory – The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.
- Catch-up – Catch up is a device that makes success more difficult the closer a player gets to it.
- Challenge – Challenges have a time limit or competition.
- Collaboration – The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge.
- Combos – Combos are used often in games to reward skill through doing a combination of things.
- Countdown – The dynamic in which players are only given a certain amount of time to do something
- Dice/ Lottery – Randomisers that determine the outcome of an interaction in a game.
- Discovery – Also called Exploration, players love to discover something, to be surprised.
- Goals – Goals are conditions of victory or success.
- Levels – Levels are a system, or “ramp”, by which players are rewarded an increasing value for an accumulation of points.
- Loss avoidance – Players have to avoid losing tokens, points or position.
- Movement – The controlled movement of tokens.
- Penalties – The negative consequence of some behaviour or action.
- Piece elimination – Whereby the winner captures or destroys the other players’ pieces.
- Progression – A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.
- Puzzle guessing – The player who successfully guesses or deduces the answer to a puzzle wins the game
- Quests – Quests are a journey of obstacles a player must overcome.
- Races – The goal of achieving a certain position first
- Resource management – The management of game resources including tokens money and points.
- Reward schedules – The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered.
- Risk and reward – Risk and reward offers players extra benefits for optional actions.
- Role-playing – Role-playing determines the effectiveness of in game actions depending on how authentically the player acts out the role of a fictional character.
- Status – The rank or level of a player. Players are motivated by trying to reach a higher level or status.
- Structure building – The goal of acquiring and assembling a set of game resources into a predefined structure or one that is better than that of the other players.
- Territory control – The goal of controlling the most area on playing surface.
- Tile-laying – Tile laying involves players laying down objects in order to gather points or affect the game world.
- Toys/ Endless play – Games that do not have an explicit end.
- Turns – Turns allow players to act or respond in sequence.
I’d be interested if you can think of any more. Please get in touch if you have extra mechanics you think I should include, or if you’d like me to come and talk to you about how your organisation might make experiences more playful.