game mechanics
https://gyazo.com/9cdc21dda73ae8706cc4d068dc9e12ac
Game Mechanics Game Design for Interest
A book that considers games from the perspective of internal economy design. Good design pattern library in Appendix B.
You can download it from the support page.
engine
Static engine that generates constant resources
A hunter-gatherer lifestyle, so to speak.
Dynamic engines that can increase production through investment
Industries that increase production through investment.
converter engine
Main structure of the game "(electric) power company
There is a mutual converter between fuel and funds.
Engine Building
Games aimed at building engines
friction
Static friction: Absorbs resources
Dynamic friction: depends on the amount of other elements in the game to siphon off resources
Consumption: Allowing other players to actively steal or destroy other players' resources.
escalation
Escalation of challenge: the closer you get to the goal, the more difficult the progression.
Increase the frequency of events, reduce the success rate, etc.
Complexity escalation: complexity spikes when users lose control
Example: Tetris
Remains clean as long as it is well controlled.
The more they pile up, the less "thinking time" and the more difficult it becomes.
The increase in fall speed with each level is also an "escalation of challenge"
armaments race
AoE, etc.
Resources can be invested in military power.
Use of military force can cause "attrition".
They can invest in defense facilities.
Can introduce strategic choices into the game
Other
Multiple feedback
Multiple feedback loops provide short-term predictability and long-term unpredictability
Example: City simulation systems such as SimCity
My personal experience is that when I was happy to do more and more things to increase land prices by putting parks, etc., because it leads to the satisfaction of the residents in the immediate area, the increased land prices made some people unable to live in their houses, and although there is enough housing for the population, a large number of homeless people live in vacant lots, and air pollution (bad odor?) is spreading around the area. ?) air pollution (bad smell?) in the surrounding area, and the satisfaction level of the surrounding residents decreased.
trade
Exchange of resources between players
Worker assignment
Sometimes called worker placement, a common pattern in board games
Do this by deploying a limited number of resources (workers) for which of multiple mechanisms to choose to operate.
AoE-like games tend to be tedious micromanagement, because it takes real time to move workers around.
agricola, etc., does not eat up real time because it is repositioned on your turn. When selectable mechanisms are shared by multiple players, the early bird gets the worm, so there is a strategic element of what to place multiple workers on first
slow-cycle
Things that change in long cycles that affect the state of the in-game economy
The ability to foresee shifts in the state of the in-game economy and prepare for them is tested.
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