Mechanics at a glance

A short definition and an annotated game screenshot. Broadly useful techniques come first.

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General references

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Movement and platforming

10 / 10

Melee and combat systems

10 / 10

Shooting and projectiles

10 / 10

Stealth, infiltration and escape

8 / 8

Exploration and adventures

10 / 10

Role-playing systems

10 / 10

Roguelikes and run structure

8 / 8

Strategy games

10 / 10

Tactics and defense

10 / 10

Economy and exchange

10 / 10

Organization and settlement management

10 / 10

Automation and programming

10 / 10

Survival, crafting and construction

10 / 10

Activity and profession simulators

12 / 12

Vehicles, racing and machinery

10 / 10

Sports and physical mastery

10 / 10

Puzzles and reasoning challenges

15 / 15

Cards, dice and tabletop mechanics

12 / 12

Narrative, dialogue and investigation

12 / 12

Social relationships and shared play

12 / 12

Horror and tension

8 / 8

Sound, music and rhythm

10 / 10

Creativity, construction and free play

10 / 10

Progression, rewards and retention

10 / 10

Time, information and world rules

12 / 12

Systemic worlds, randomness and NPC behavior

10 / 10

Goals, difficulty, learning and feedback

10 / 10

Traditional input devices

8 / 8

Phones and built-in sensors

10 / 10

Spatial and alternative interfaces

12 / 12

Children, education and accessibility

10 / 10

Online worlds and participation

10 / 10

These are working classifications of a design space. Families can overlap and design examples are illustrative. Sources support particular techniques and methodology.