Stack · 35 cards
Mechanisms
Which patterns of regulation drive your game?
Belongs to the term
- Ludic Mechanism
- A Ludic Mechanism is a transferable pattern of regulation, a special form of the Ludic Pattern: a named configuration of rule schemata that creates a recurring kind of decision and interaction space - auction, placement, set collection.
Mechanisms
What it is about
The Mechanisms stack collects transferable patterns of regulation: auction, placement, set collection, deduction, voting and others. A mechanism is context-free – the auction carries Modern Art, Ra and Power Grid without changing. And it is more than the sum of its rules: the dilemma of bidding – how high do I go without the win no longer paying off? – is in no single rule; it arises from bidding, outbidding and paying together.
The 35 cards are ordered into ten categories, each with its own separator card: Resource & Value Creation, Allocation & Selection, Space & Position, Time & Sequence, Information & Knowledge, Risk & Uncertainty, Confrontation & Control, Cooperation & Agreement, Learning & Adaptation, Differentiation & Pattern. A title and overview card and a legend belong to the stack.
Each card names the problem the mechanism solves, its core principle (what goes in, what comes out), the rules it sets up, typical values on four cross-cutting dimensions (feedback, reversibility, transparency, interaction of the agents), the adjusting screws with their poles, and known design patterns with an example game. The legend explains how to read these fields.
How to use it
Use: for advanced users, students of game design and the professional context; the complexity is medium to high. Four typical ways:
- Analysis: Which mechanisms are at work in an existing game?
- Selection: For a new game concept, choose the mechanisms that fit the chosen activities.
- Variation: Shift a mechanism’s adjusting screws from one pole to the other and observe what changes.
- Combination: Develop a design pattern from several mechanisms – Worker Placement, for instance, combines Placement, Priority and Schedule.
Sequence: In ideation, after Activities and Actions – first clarify what the agents do, then by which patterns this turns into decisions. In development, starting from the larger order: first one to three Organisational Structures are chosen, then their core mechanisms are drawn and studied for each structure.
Time: in development, 15 to 20 minutes per chosen Organisational Structure.
Relations
The ten categories have their own overview page. Connecting mechanisms with feedback gives an Organisational Structure: a market bundles auction and price formation. A mechanism is not an action – bidding and buying exist without an auction too; the auction determines what follows from the bidding. Nor is it an activity: the activity says what the agents do, the mechanism how the game works. Mechanisms configure entities and connect them – in the auction, money and goods change owners.
The cards
I – Resource & Value Creation
II – Allocation & Selection
III – Space & Position
IV – Time & Sequence
V – Information & Knowledge
VI – Risk & Uncertainty
VII – Confrontation & Control
VIII – Cooperation & Agreement
IX – Learning & Adaptation
X – Differentiation & Pattern
II – Allocation & Selection (closely coupled with Scoring)
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