Lably
Skip to content

Game mechanics

Construct, rule, or method designed for interaction with a game's state

  • 12 min read
  • 2 chapters

Related on Lably

Through Taxonomy, Risk and Minecraft

Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and resource management (like spell slots).

Definition of term

There is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are:

  • "systems of interactions between the player and the game"
  • "the rules and procedures that guide the player and the game response to the player's moves or actions"
  • "more than what the player may recognize, they are only those things that impact the play experience"

Game mechanics vs. theme

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 vice versa. The tension between a game's mechanics and theme is ludonarrative dissonance.

Abstract games do not have themes, because the action is not intended to represent anything. Go is an example of an abstract game.

Game mechanics vs. gameplay

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." 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". Video games researcher Carlo Fabricatore defines gameplay as:

  • What the player can do
  • What other entities can do, in response to player's actions.

In Ernest Adams and Andrew Rollings on game design, the authors define gameplay as the combination and interaction of many elements of a game.

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.

Categorization

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.

Sign in to keep reading

One more chapter is free with a Lably account.

More in Sports, games and recreation