← All mechanic references

Mechanics and variants

1Farming, gardening and animal husbandryOverview and example ↗Farming connects land preparation, growth cycles and animal care to a seasonal production plan.4

Mechanic variants

  • Sowing occupies a plot until crops mature.
  • Watering supports a chosen growth rate.
  • Soil changes suitability for different crops.
  • Animal care connects feed to useful output.

Design example. A player reserves some land for feed to maintain animal production through winter. Prototype check: Test simultaneous crop maturity and ending a session without mandatory immediate harvesting.

Context and sources: Robert Nystrom: State
2Cooking, recipes and kitchen workOverview and example ↗Kitchens transform ingredients into orders through dependent steps, requiring aligned component readiness and workstation availability.4

Mechanic variants

  • Preparation reduces work after an order arrives.
  • Heating requires deciding when to stop.
  • Assembly combines components at suitable readiness.
  • Dirty stations create a cleaning task.

Design example. Side dishes are prepared while a limited stove cooks the next order's main dish. Prototype check: Test operation order and waiting-related quality loss with clear explanations for spoiled game dishes.

Context and sources: Robert Nystrom: State
3Fishing, hunting and harvesting tradesOverview and example ↗Harvesting trades combine site and tool choices with reading target behavior and timing resource collection.4

Mechanic variants

  • Bait selects a likely catch category.
  • Tension requires modulating the pulling force.
  • Tracks narrow the target search area.
  • Harvest limits preserve site recovery.

Design example. An angler loosens the line during a surge and reels in during a brief pause in resistance. Prototype check: Test distinct bite and overload signals, including an alternative to mandatory vibration feedback.

Context and sources: Robert Nystrom: State
4Cleaning, sorting and restorationOverview and example ↗Restoration turns dirty or damaged objects into ordered states through suitable tools and work-area selection.4

Mechanic variants

  • Cleaning removes a specific contaminant type.
  • Sorting assigns objects to categories.
  • Removing a layer reveals a hidden surface.
  • Repair preserves desirable signs of aging.

Design example. A restorer cleans a sign while preserving original paint and visible marks of the artist's work. Prototype check: Test completion boundaries and remaining-work feedback to avoid hunting one invisible leftover pixel.

Context and sources: Robert Nystrom: State
5Construction, earthmoving and machineryOverview and example ↗Machinery work coordinates vehicle placement, tools and material movement to achieve a target site shape.4

Mechanic variants

  • Buckets carry limited material volumes.
  • Supports constrain a machine's working region.
  • Markings define target height or contour.
  • Tool changes enable different operation types.

Design example. An excavator removes soil in layers without blocking the truck's access route. Prototype check: Test tool collisions and volume estimates with explicit simplifications for the game's machinery model.

Context and sources: Robert Nystrom: State
6Medicine, rescue and emergency servicesOverview and example ↗A game rescue procedure requires identifying a state, choosing limited equipment and acting according to the result.4

Mechanic variants

  • Assessment reveals available game information.
  • Priorities allocate a limited team.
  • Procedures have explicit prerequisites and completion.
  • Handoffs preserve information for the next participant.

Design example. Rescuers in a fictional accident first establish access to a casualty and then arrange transport. Prototype check: Test step dependencies within stated game rules; do not treat the model as validation of real rescue competence.

Context and sources: Robert Nystrom: State
7Technical incident investigationOverview and example ↗Technical investigation compares logs, symptoms and component states to distinguish root causes from subsequent failures.4

Mechanic variants

  • Logs constrain the possible event sequence.
  • Measurements test individual component states.
  • Isolation eliminates a competing cause.
  • Restarting tests whether a hypothesis reproduces.

Design example. A stopped pump proves to be a consequence of lost power rather than the cause of pressure loss. Prototype check: Test alternative explanations for a symptom and confirmation through an independent observation.

Context and sources: Robert Nystrom: State
8Document checks, inspections and controlOverview and example ↗Inspection compares submitted information with current in-game requirements to permit entry, seek clarification or refuse.4

Mechanic variants

  • Fields are checked against explicit entry rules.
  • Mismatches connect two submitted documents.
  • Instruction changes affect later decisions.
  • Exceptions require separate confirmation.

Design example. A permit is current but the name on the order differs from the holder's name. Prototype check: Test date-boundary decisions and the application order of several simultaneously active instructions.

Context and sources: Robert Nystrom: State
9Delivery, dispatching and customer serviceOverview and example ↗Delivery connects address order to capacity, deadlines and order condition, turning routing into a service problem.4

Mechanic variants

  • Receiving windows constrain arrival times.
  • Cargo requires compatible transport.
  • Combining orders saves distance but adds waiting.
  • Returns require newly available cargo capacity.

Design example. Chilled cargo must arrive first even though another address is geographically closer. Prototype check: Test loading and handoff across a full route, including recipient refusal and game-defined cargo damage.

Context and sources: Robert Nystrom: State
10Scientific experiments and instrumentsOverview and example ↗An experiment changes a selected variable, measures results and compares them with expectations while preserving test conditions.4

Mechanic variants

  • Controls keep other conditions unchanged.
  • Instruments have stated precision and range.
  • Repetition separates stable links from chance outcomes.
  • Protocols preserve settings and observations.

Design example. A player changes one reagent and compares two identically configured fictional sensors. Prototype check: Test reproducing an experiment from its log and distinguishing an assumption from an observed game result.

Context and sources: Robert Nystrom: State
11Business, office and bureaucracy simulatorsOverview and example ↗Office tasks move documents and requests through limited authority, approvals and deadlines to expose organizational dependencies.4

Mechanic variants

  • Approval routes impose a required sequence.
  • Authority permits a specific decision type.
  • Templates speed up repeated processing.
  • Revision requests create another work cycle.

Design example. A purchase needs a manager's signature before the manager leaves for a meeting. Prototype check: Test whether a stalled document has a visible cause and a solution beyond trying every employee.

Context and sources: Robert Nystrom: State

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Robert Nystrom: State

    The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.

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