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Mechanics and variants

1Unlocking abilities and expanding available actionsOverview and example ↗Unlocking an ability expands legal actions and allows previously inaccessible challenges to be reconsidered.4

Mechanic variants

  • A new verb enables another type of interaction.
  • An upgrade removes an existing action constraint.
  • Knowledge reveals an already available capability.
  • Shared access transfers an unlock to other characters.

Design example. Carrying electrical charge opens a door and also enables rerouting a power network. Prototype check: Test whether an unlock enables at least two different applications understandable from the ability's rule.

Context and sources: Robert Nystrom: State
2Collections, albums and set completionOverview and example ↗A collection turns separate findings into a visible set whose missing entries guide further searches.4

Mechanic variants

  • Silhouettes suggest the shape of a missing entry.
  • Categories connect items through a shared feature.
  • Trading turns duplicates into a path toward gaps.
  • Discovery history preserves location and circumstances.

Design example. A plant album's empty mountain category suggests exploring at a different altitude. Prototype check: Test the final collection entries: completion should have a clearer path than endless blind repetition.

Context and sources: Robert Nystrom: State
3Achievements, challenges and masteryOverview and example ↗A challenge sets a separate mastery criterion and recognizes execution beyond ordinary objective completion.4

Mechanic variants

  • Medals distinguish levels of execution quality.
  • Restrictions remove a familiar powerful tool.
  • Records preserve the best result of an attempt.
  • Streaks test consistent execution without mistakes.

Design example. A level allows an ordinary route, while a separate medal requires avoiding stationary platforms. Prototype check: Test immediate feedback for a broken challenge rule and retrying without unnecessary waiting.

Context and sources: Robert Nystrom: State
4Loot, rarity and reward distributionOverview and example ↗A loot system distributes rewards through conditions and probabilities, connecting uncertainty to a clear search direction.4

Mechanic variants

  • Loot tables connect sources to possible rewards.
  • Weights alter an item's relative frequency.
  • Guarantees limit unsuccessful attempts.
  • Duplicate protection narrows an unfinished collection.

Design example. A station can drop a needed module, while ten tokens allow obtaining it directly. Prototype check: Test long failure streaks and guarantee clarity; do not present an average wait as a promised completion time.

Context and sources: Robert Nystrom: State
5Idle, incremental and offline progressOverview and example ↗Accumulation continues with limited player attention while upgrades periodically change the production structure.4

Mechanic variants

  • Automatic production replaces repeated manual input.
  • Storage caps limit accumulated output.
  • Offline simulation accounts for an elapsed interval.
  • Bottlenecks change the best next purchase.

Design example. A workshop runs unattended until storage fills and calls for a new allocation of goods. Prototype check: Test clock changes and repeated loads so one interval is not rewarded twice or converted into negative income.

Context and sources: Robert Nystrom: State
6Prestige, resets and renewed progressionOverview and example ↗A voluntary reset trades some current progression for persistent changes to the next development cycle.4

Mechanic variants

  • Multipliers shorten already mastered growth stages.
  • New branches open another development route.
  • Partial resets preserve a chosen project.
  • Diminishing gains change the best restart timing.

Design example. Restarting a factory removes machines but preserves a blueprint for combining operations. Prototype check: Show losses and retained progress before confirmation; test for new decisions beyond waiting through another cycle.

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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