- Accompanist (role)
- Ad libitum
- Agenda
- Aleatoricism
- Aspect
- Balance
- Bartle types
- BCG
- (Cognitive) flow
- Conductor (role)
- Constellation
- Constructor (role)
- Co-optionality
- Cue cards
- Dice
- Dimension
- Downbeat
- Downtime
- Elegant Game
- Emergence
- End Condition
- Event (musical event)
- Extended technique
- Facilitator
- Fighting
- Flow
- Found sound
- Gameplay flow
- Genre
- Heteronomous Music
- Horizon of intent
- Improvisation rite
- Insert game
- Inspire cards
- Instrument Preparation
- Judge (role)
- Karaoke
- King-making
- Learning curve
- Ludomusical dissonance
- Meaningful Choice
- Mechanic
- Music game
- Non-idiomatic music
- Notation Cards
- Open work
- Parameter
- Pervasive Game
- Player (role)
- Prompter (role)
- Psychographics
- Quarterbacking
- Rhythm cards
- Rhythm game
- Roles
- RPG
- Rule Cards
- Speedrun
- Stacking
- Trading
- Transition
- Upgrade
- Victory condition
- Xenochrony
- XP
- Yes, and...
Included in Create set/collection.
A subsystem of the game that regulates interaction with a game state.
Usage
One informative aspect of a mechanic is its relation to the rules of the game. You often need a few rules to define a single game mechanic, but that's not that a straightforward matter. Sometimes a single rule introduces one mechanic, or takes part in the formation of multiple mechanics. Mechanics stand on their own when their specific aim or effect is recognized (usually by both designers and players), especially when such subsystems at least potentially seem like good building blocks to be used in different games.
Game designers deliberately apply and invent new game mechanics all the time, but the term has some subjective and customary aspect to it. It is technically possible that one mechanic will be a part of another in a different context, although in general it is useful to approach them in as much detail as it's practical.
A relatively well-known example mechanic might be betting, which appears in both classic and modern games. There are different types of betting and more ruleset formulations that implement it, but the essence is clear. We also grasp the impact of betting on the experience, even without an exhaustive list of its functions (emotional thrill of risk, revealing player's intentions, a resource sink, …).
Existing mechanics (whether great, bad, or situational) are a vast area of knowledge which probably will be barely touched at Games for Music. Check out the article Board Game Mechanics for Music for a few more examples.
Other game design terms:
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