GAME DESIGN DICTIONARY

Acquisition: Any game where the goal is to acquire properties or commodities to achieve the most value.

AI: Metaphorical. Game as opponent. In Solo or Collaborative games, these are the algorithmic processes built into the game to frustrate and defeat the player or team involved.

Ameristyle: 
Characteristic of games made in America in the second half of the twentieth century that originated as a natural outgrowth out of the wargaming hobby popular at the time. 

The emphasis in Ameristyle games is in the simulation of an experience or event, over development of new, interesting or novel game design concepts. For critiques of such games, SEE Ameritrash.

Ameritrash: Pejorative term used to describe Ameristyle games. Critique focuses on the high complexity of their rules, usually conflictual style of their play, the moderate to high degree of randomness or luck often involved in their play, and the not-uncommon phenomenon of the runaway mechanic where the eventual winner can be known well in advance of the end of the game.

Builder: Any game where a key element to the game is the building of structures using available resources.

Catchup Mechanic: Feature in Eurostyle games whereby there is a mechanism for players who are behind to gain some temporary advantage that gives them a chance to catch up with the current leaders in the game.

Cooperative Play: Games where the players play against the game itself. There are usually multiple ways for the players to lose, and the game's actions are pre-programmed, often controlled by drawing special cards. (Some co-op games are semi-competitive -- in that, everyone loses if the game wins -- but if the players do win, there is a tiebreaker of sorts to determine which player wins overall.)

Dogfight: Any number of games that simulate individual wartime combat in aircraft.

Elimination: Short games that focus on eliminating other players from play and being the last left standing. Usually repeated and played in multiple rounds.

Eurostyle: Characteristic of games that emerged from Europe in the mid-nineties to the present. They originated in German, but then became popular throughout Europe, and eventually in the United States. Most non-traditional games nowadays are made within this design aesthetic. Eurostyle games are notable for their emphasis on innovative game mechanics, sophisticated yet family-friendly play, and the almost universal existence of catch-up mechanics used to obviate the experience of early elimination present in Ameristyle games. The main critique of Eurogames is that theme is an afterthought to game mechanics.

Fast RPG: Style of RPG that is meant to be played in a single, short session. They typically combine elements of traditional RPGs, board- or console- gaming to facilitate super-fast play. For example: Fiasco or Trashsexy.

Geopolitical: Any number of games about territorial expansion on a strategic-level real-world game map. For example: Diplomacy or Risk.

Journal: Typically a solo RPG, that engages players in creating a narrative over the course of gameplay that they write up in serial format, such as in a gameplay journal or diary.

Push Your Luck: Any number of games where the player on any given play must choose between playing on for greater reward versus running the risk of losing most or all or most of those gains made.

Racing: Any number of games that simulate racing vehicles around some sort of course, the winner being whoever places first or wins the largest purse.

Recruitment: Any game where the recruitment of units for future use is a key component.

Rummy: Any card game that depends of players drawing from a tableau or deck and melding matching cards to score points.

Runaway Mechanic: Phenomenon in many Ameristyle games in which once one or a few players gain a winning advantage in the game there is little to no chance for players who are substantially behind to catch up and contest a win for the game.

Simplexity: As a design principle, the idea that a set of simple rules can lead to complexity and nuance in play through the choices players make and how the individual rules interact with each other.

Treachery: Any game where players need to sometimes cooperate with each and sometimes betray each other to achieve their aims to win.

No comments:

Post a Comment

Quacks

  QUACKS Company:  CMYK;  Type:  Eurostyle;  Players:  2-4;  Time: 45 minutes;  Genre:  Push Your Luck;  Rating:  πŸ’₯πŸ’₯   πŸ’₯   πŸ’₯   I like it...