Resource Management (gaming)
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tabletop game 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, or tile-based games. Classification according to equipment used Tabletop ga ...
s and
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In
tabletop game 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, or tile-based games. Classification according to equipment used Tabletop ga ...
s and
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of
game design 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 ...
are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. 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 Resource refers to all the materials available in our environment which are technologically accessible, economically feasible and culturally sustainable and help us to satisfy our needs and wants. Resources can broadly be classified upon their av ...
determine
game balance Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Pla ...
. Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade.


Game mechanics vs. gameplay

Gameplay 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 pl ...
could be defined as the combination and interaction of many elements of a game. 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. 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 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. Golf, unlike most ball games, cannot and does not use a standardized playing area, and coping ...
's basic gameplay is to hit a ball and reach a designated spot. The
goal A goal is an idea of the future or desired result that a person or a group of people envision, plan and commit to achieve. People endeavour to reach goals within a finite time by setting deadlines. A goal is roughly similar to a purpose or ...
of these games is slightly different from the gameplay itself. For example, while reaching the end of a stage (in
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
s), 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. Basic gameplay defines what a game is, to the player, while game mechanics determine the parts of which the entire game consists. In video games, gamers have a well-defined notion of what is considered gameplay. This is: * What the player can do * What other entities can do, in response to player's actions 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 A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'' 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 ''WarGames'' is a 1983 American science fiction techno-thriller film written by Lawrence Lasker and Walter F. Parkes and directed by John Badham. The film, which stars Matthew Broderick, Dabney Coleman, John Wood, and Ally Sheedy, follow ...
, at the other extreme, are known for complex rules and for attempts at detailed simulation.


Key game mechanics 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 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 Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia and Pe ...
'') turns are nothing more than a means to regulate play. In less abstract games (''
Risk In simple terms, risk is the possibility of something bad happening. Risk involves uncertainty about the effects/implications of an activity with respect to something that humans value (such as health, well-being, wealth, property or the environm ...
''), turns obviously denote the passage of time, but the amount of time is not clear, nor important. In
simulation game Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such ...
s, time is generally more concrete.
Wargames ''WarGames'' is a 1983 American science fiction techno-thriller film written by Lawrence Lasker and Walter F. Parkes and directed by John Badham. The film, which stars Matthew Broderick, Dabney Coleman, John Wood, and Ally Sheedy, follow ...
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 their actions before another player can perform any on ''their'' turn (''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'' and
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
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 American football (referred to simply as football in the United States and Canada), also known as gridiron, is a team sport played by two teams of eleven players on a rectangular field with goalposts at each end. The offense, the team wi ...
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 A civilization (or civilisation) is any complex society characterized by the development of a state, social stratification, urbanization, and symbolic systems of communication beyond natural spoken language (namely, a writing system). ...
'' 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 Napoleon Bonaparte ; it, Napoleone Bonaparte, ; co, Napulione Buonaparte. (born Napoleone Buonaparte; 15 August 1769 – 5 May 1821), later known by his regnal name Napoleon I, was a French military commander and political leader who ...
'' 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": * The winning bidder must pay for the won privilege with some form of game resource (game money, points, etc.) (e.g.: '' Ra''). * The winning bidder does not pay upon winning the auction, but an auction is a form of a promise that the winner will achieve some outcome in the near future. If this outcome is not achieved, the bidder pays some form of penalty. Such a system is used in many
trick-taking game A trick-taking game is a card or tile-based game in which play of a '' hand'' centers on a series of finite rounds or units of play, called ''tricks'', which are each evaluated to determine a winner or ''taker'' of that trick. The object of such ...
s, such as
contract bridge Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions ...
. 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

In some games, the number of tokens a player has on the playing surface is related to their 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: * Moving one of one's own tokens into a space occupied by an opposing token (e.g.
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, parchisi). * Jumping a token over the space occupied by an opposing token (e.g.
draughts Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
). * Declaring an "attack" on an opposing token, and then determining the outcome of the attack, either in a deterministic way by the game rules (e.g. '' Stratego'', ''
Illuminati The Illuminati (; plural of Latin ''illuminatus'', 'enlightened') is a name given to several groups, both real and fictitious. Historically, the name usually refers to the Bavarian Illuminati, an Enlightenment-era secret society founded on ...
''), or by using a randomising method (e.g. '' Illuminati: New World Order''). * Surrounding a token or region with one's own tokens in some manner (e.g. go). * Playing cards or other resources that the game allows to be used to capture tokens. 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 Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia and Pe ...
, 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 ''Catan'', previously known as ''The Settlers of Catan'' or simply ''Settlers'', is a multiplayer board game designed by Klaus Teuber. It was first published in 1995 in Germany by Franckh-Kosmos Verlag (Kosmos) as ''Die Siedler von Catan''. Pl ...
''. 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 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. Other games do the reverse, making the player in the lead more capable of winning, such as in ''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'', and thus the game is drawn to an end sooner. This may be desirable in
zero-sum Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ...
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.


Engine building

Engine building is a mechanism that involves building and optimizing a system to create a flow of resources. ''
SimCity ''SimCity'' is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, ''SimCity'', was published by Maxis in 1989 and were followed by several sequels and many other spin-off "''Sim ...
'' 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. In engine-building board games, the player adds and modifies combinations of abilties or resources to assemble a virtuous circle of increasingly powerful and productive outcomes.


Movement

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 A ruler, sometimes called a rule, line gauge, or scale, is a device used in geometry and technical drawing, as well as the engineering and construction industries, to measure distances or draw straight lines. Variants Rulers have long ...
. 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 Land, also known as dry land, ground, or earth, is the solid terrestrial surface of the planet Earth that is not submerged by the ocean or other bodies of water. It makes up 29% of Earth's surface and includes the continents and various isla ...
,
natural resource Natural resources are resources that are drawn from nature and used with few modifications. This includes the sources of valued characteristics such as commercial and industrial use, aesthetic value, scientific interest and cultural value. ...
s, 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.


Role-playing

Role-playing games A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
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 In fiction, a character (or speaker, in poetry) is a person or other being in a narrative (such as a novel, play, radio or television series, music, film, or video game). The character may be entirely fictional or based on a real-life perso ...
. While early role-playing games such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' 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

Many games use tiles - flat, rigid pieces of a regular shape - that can be laid down on a flat surface to form a
tessellation A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety o ...
. 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: * The playing of a tile itself is directly significant to the outcome of the game, in that where and when it is played contributes points or resources to the player. * Tiles are used to build a board upon which other game tokens are placed, and the interaction of those tokens with the tiles provides game points or resources. Examples of tile mechanics include: ''
Scrabble ''Scrabble'' is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, read left t ...
'', 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. 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 A Eurogame, also called a German-style board game, German game, or Euro-style game, (generally just referred to as board games in Europe) is a class of tabletop games that generally has indirect player interaction and abstract physical componen ...
genre in the wake of the game's success. Other popular board games that use this mechanism include '' Stone Age'' and ''
Agricola Agricola, the Latin word for farmer, may also refer to: People Cognomen or given name :''In chronological order'' * Gnaeus Julius Agricola (40–93), Roman governor of Britannia (AD 77–85) * Sextus Calpurnius Agricola, Roman governor of the mi ...
''. 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 Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
'' StarCraft'' as an example of the worker placement mechanic.


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 A cooperative (also known as co-operative, co-op, or coop) is "an autonomous association of persons united voluntarily to meet their common economic, social and cultural needs and aspirations through a jointly owned and democratically-contro ...
or
competitive Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, indivi ...
. 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 A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played ...
without predefined
goal A goal is an idea of the future or desired result that a person or a group of people envision, plan and commit to achieve. People endeavour to reach goals within a finite time by setting deadlines. A goal is roughly similar to a purpose or ...
s 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 A timer is a specialized type of clock used for measuring specific time intervals. Timers can be categorized into two main types. The word "timer" is usually reserved for devices that counts down from a specified time interval, while devices th ...
, etc.), establish different rules and game mechanics (e.g. altered
gravity In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the stro ...
; 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 Campaign or The Campaign may refer to: Types of campaigns * Campaign, in agriculture, the period during which sugar beets are harvested and processed *Advertising campaign, a series of advertisement messages that share a single idea and theme * Bl ...
,
story Story or stories may refer to: Common uses * Story, a narrative (an account of imaginary or real people and events) ** Short story, a piece of prose fiction that typically can be read in one sitting * Story (American English), or storey (British ...
or character's career vs. playing a limited deathmatch or
capture the flag Capture the flag (CTF) is a traditional outdoor sport where two or more teams each have a flag (or other markers) and the objective is to capture the other team's flag, located at the team's "base", and bring it safely back to their own base. ...
set).


Victory conditions

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, or the player being suitably trained in a skill, as is the goal of a business game. Some games also feature a losing condition, such as being checkmated in
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, 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 of these at once.


See also

*
Ludology Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with a ...
*
Game clock A chess clock consists of two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. Chess clocks are used in chess and other two-player games where the players move in turn, and ...
* Kingmaker scenario *
Pie rule The pie rule, sometimes referred to as the swap rule, is a rule used to balance abstract strategy games where a first-move advantage has been demonstrated. After the first move is made in a game that uses the pie rule, the second player must se ...
*
Gamification Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished thro ...
- adding a (sometimes very small) amount of game mechanics to a non-game website, piece of software or activity *
Dynamic game difficulty balancing Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the pl ...
, a technique to change game mechanics based on the player's ability * Ludeme, an atomic piece of gameplay


References


External links


Gamification Design Elements
a
Enterprise Gamification Wiki

List of games sorted by mechanic
at BoardGameGeek
SCVNGR's Secret Game Mechanics Playdeck
at
Tech Crunch TechCrunch is an American online newspaper focusing on high tech and startup companies. It was founded in June 2005 by Archimedes Ventures, led by partners Michael Arrington and Keith Teare. In 2010, AOL acquired the company for approximately $ ...

Game Mechanic Explorer
{{Game theory, state=collapsed Game design Video game design Video game terminology