Patterns
Counts and associations across the catalog's own codings of 191 mechanics. Each mechanic is coded once, on its canonical form, so a pattern here describes how this catalog codes mechanics, not how often games use them. Some patterns follow from the coding guidelines themselves, for example where two properties' definitions overlap; the guidelines are on the methodology page. Nothing here is a significance test. The maps page draws the same codings as pictures: the coding space, every effect pair, the media mechanics appear in, and earliest documented uses over time.
Property pairings
How strongly each pair of dimensions is associated, as a bias-corrected Cramér's V: 0 means the two are unrelated, 1 that one fixes the other. V has no direction, so shading shows strength only. Select a cell to open that pairing below. The values are also in crosstabs.csv.
| Category | Player agency | Randomness | Interaction | Complexity | Pacing effect | Information | Feedback loop | |
|---|---|---|---|---|---|---|---|---|
| Player agency | ||||||||
| Randomness | ||||||||
| Interaction | ||||||||
| Complexity | ||||||||
| Pacing effect | ||||||||
| Information | ||||||||
| Feedback loop | ||||||||
| Decision density |
One pairing in detail
Pick any two of the eight properties, or category, as rows and columns. Each cell counts the mechanics with both values. Shading compares that count with the count expected if the two were unrelated (row total × column total ÷ 191): blue where there are more than expected, red where there are fewer, measured as a Pearson residual. Cells whose expected count is under 5 are left unshaded, because a residual on so few means little. Select a cell to list its mechanics. All pairings are in crosstabs.csv.
Swatch numbers are residual bands (|r| ≥ 1, 2, 3). Cells at band 2 or beyond also carry a + or − after the count.
Selected mechanics
Strongest pairings
The ten pairs with the highest bias-corrected Cramér's V, a 0 to 1 summary of how strongly two dimensions are associated. The correction keeps the ten-value category dimension from ranking high on table size alone.
| Pair | V | Action |
|---|---|---|
| Player agency × Decision density | 0.42 | |
| Category × Randomness | 0.39 | |
| Category × Information | 0.31 | |
| Category × Interaction | 0.26 | |
| Interaction × Information | 0.26 | |
| Pacing effect × Feedback loop | 0.25 | |
| Category × Complexity | 0.25 | |
| Category × Feedback loop | 0.24 | |
| Category × Player agency | 0.21 | |
| Player agency × Randomness | 0.20 |
Effects that occur together
Pairs of experience-effect tags carried by at least 5 of the same mechanics. Lift is how many times more often the pair occurs than it would if the two tags were assigned independently: 1 is chance, 2 is twice as often, below 1 is less often. Small totals make lift jumpy, so read it with the counts. Also in effect-pairs.csv.
Property values and effects
For each property value, the effects carried by at least 5 of the mechanics with that value. "With value" is the share of those mechanics carrying the effect; "Overall" is the share across all191; lift is the first divided by the second. Also in property-effects.csv.
| Property | Value | Effect | With value | Overall | ||
|---|---|---|---|---|---|---|
| Interaction | cooperative | Teamwork | 5 | 83% | 10% | 7.96 |
| Information | asymmetric | Social deduction | 7 | 18% | 4% | 5.03 |
| Interaction | mixed | Teamwork | 14 | 52% | 10% | 4.95 |
| Information | hidden | Discovery | 8 | 44% | 9% | 4.72 |
| Interaction | mixed | Betrayal | 5 | 19% | 4% | 4.42 |
| Information | asymmetric | Bluffing | 13 | 34% | 8% | 4.36 |
| Feedback loop | positive | Runaway leader | 10 | 29% | 7% | 4.20 |
| Information | asymmetric | Inference | 15 | 39% | 9% | 4.19 |
| Feedback loop | positive | Engine satisfaction | 8 | 23% | 6% | 3.97 |
| Interaction | direct | Kingmaking | 9 | 27% | 7% | 3.72 |
| Information | hidden | Fear of missing out | 6 | 33% | 10% | 3.35 |
| Player agency | high | Analysis paralysis | 14 | 36% | 11% | 3.26 |
| Randomness | output | Volatility | 15 | 52% | 16% | 3.19 |
| Interaction | mixed | Contested fairness | 8 | 30% | 9% | 3.14 |
| Information | asymmetric | Betrayal | 5 | 13% | 4% | 3.14 |
| Player agency | high | Engine satisfaction | 7 | 18% | 6% | 3.12 |
| Interaction | direct | Bluffing | 8 | 24% | 8% | 3.09 |
| Complexity | high | Ownership | 7 | 47% | 15% | 3.07 |
| Complexity | high | Analysis paralysis | 5 | 33% | 11% | 3.03 |
| Pacing effect | accelerates | Runaway leader | 10 | 20% | 7% | 2.94 |
| Complexity | high | Volatility | 7 | 47% | 16% | 2.88 |
| Randomness | input | Inference | 9 | 26% | 9% | 2.81 |
| Information | hidden | Replayability | 5 | 28% | 10% | 2.65 |
| Decision density | high | Analysis paralysis | 6 | 29% | 11% | 2.60 |
| Decision density | high | Ownership | 8 | 38% | 15% | 2.51 |
| Pacing effect | accelerates | Engine satisfaction | 7 | 14% | 6% | 2.43 |
| Player agency | high | Ownership | 14 | 36% | 15% | 2.36 |
| Interaction | indirect | Fear of missing out | 11 | 23% | 10% | 2.35 |
| Interaction | cooperative | Tension | 6 | 100% | 44% | 2.27 |
| Decision density | high | Replayability | 5 | 24% | 10% | 2.27 |
| Information | asymmetric | Teamwork | 9 | 24% | 10% | 2.26 |
| Interaction | direct | Runaway leader | 5 | 15% | 7% | 2.23 |
| Information | hidden | Ownership | 6 | 33% | 15% | 2.20 |
| Player agency | high | Kingmaking | 6 | 15% | 7% | 2.10 |
| Feedback loop | positive | Compulsion | 5 | 14% | 7% | 2.10 |
| Player agency | high | Spatial reasoning | 13 | 33% | 17% | 1.99 |
| Randomness | input | Teamwork | 7 | 21% | 10% | 1.97 |
| Interaction | mixed | Inference | 5 | 19% | 9% | 1.97 |
| Feedback loop | positive | Calculation | 9 | 26% | 13% | 1.96 |
| Player agency | low | Compulsion | 8 | 13% | 7% | 1.96 |
| Complexity | low | Negotiation | 6 | 7% | 4% | 1.95 |
| Randomness | output | Emergent narrative | 10 | 34% | 18% | 1.94 |
| Pacing effect | variable | Frustration risk | 6 | 60% | 31% | 1.91 |
| Player agency | high | Contested fairness | 7 | 18% | 9% | 1.90 |
| Player agency | high | Runaway leader | 5 | 13% | 7% | 1.88 |
| Randomness | input | Contested fairness | 6 | 18% | 9% | 1.87 |
| Complexity | high | Emergent narrative | 5 | 33% | 18% | 1.87 |
| Interaction | indirect | Downtime | 5 | 11% | 6% | 1.85 |
| Interaction | solo | Grind | 14 | 18% | 10% | 1.80 |
| Interaction | indirect | Spatial reasoning | 14 | 30% | 17% | 1.78 |
| Feedback loop | positive | Consequence weight | 14 | 40% | 23% | 1.78 |
| Information | hidden | Frustration risk | 10 | 56% | 31% | 1.77 |
| Randomness | output | Frustration risk | 16 | 55% | 31% | 1.76 |
| Interaction | direct | Consequence weight | 13 | 39% | 23% | 1.75 |
| Randomness | output | Grind | 5 | 17% | 10% | 1.73 |
| Feedback loop | positive | Grind | 6 | 17% | 10% | 1.72 |
| Interaction | solo | Replayability | 14 | 18% | 10% | 1.71 |
| Interaction | solo | Spectacle | 7 | 9% | 5% | 1.71 |
| Pacing effect | decelerates | Emergent narrative | 7 | 30% | 18% | 1.71 |
| Feedback loop | positive | Ownership | 9 | 26% | 15% | 1.69 |
| Randomness | input | Replayability | 6 | 18% | 10% | 1.69 |
| Interaction | direct | Volatility | 9 | 27% | 16% | 1.68 |
| Player agency | low | Grind | 10 | 17% | 10% | 1.68 |
| Information | asymmetric | Contested fairness | 6 | 16% | 9% | 1.68 |
| Player agency | medium | Bluffing | 12 | 13% | 8% | 1.66 |
| Player agency | low | Frustration risk | 31 | 52% | 31% | 1.64 |
| Player agency | low | Volatility | 16 | 27% | 16% | 1.64 |
| Interaction | solo | Sunk cost | 8 | 10% | 6% | 1.63 |
| Information | asymmetric | Emergent narrative | 11 | 29% | 18% | 1.63 |
| Complexity | low | Kingmaking | 10 | 12% | 7% | 1.62 |
| Pacing effect | decelerates | Planning | 17 | 74% | 46% | 1.62 |
| Interaction | direct | Calculation | 7 | 21% | 13% | 1.62 |
| Player agency | medium | Inference | 14 | 15% | 9% | 1.61 |
| Interaction | direct | Inference | 5 | 15% | 9% | 1.61 |
| Interaction | direct | Contested fairness | 5 | 15% | 9% | 1.61 |
| Randomness | input | Analysis paralysis | 6 | 18% | 11% | 1.61 |
| Player agency | low | Spectacle | 5 | 8% | 5% | 1.59 |
| Interaction | solo | Engine satisfaction | 7 | 9% | 6% | 1.56 |
| Information | asymmetric | Tension | 26 | 68% | 44% | 1.56 |
| Interaction | indirect | Analysis paralysis | 8 | 17% | 11% | 1.55 |
| Randomness | none | Negotiation | 7 | 6% | 4% | 1.53 |
| Interaction | solo | Ownership | 18 | 23% | 15% | 1.52 |
| Complexity | low | Inference | 12 | 14% | 9% | 1.52 |
| Interaction | solo | Compulsion | 8 | 10% | 7% | 1.51 |
| Complexity | medium | Contested fairness | 13 | 14% | 9% | 1.50 |
| Interaction | solo | Discovery | 11 | 14% | 9% | 1.50 |
| Pacing effect | accelerates | Flow | 9 | 18% | 12% | 1.49 |
| Interaction | solo | Flow | 14 | 18% | 12% | 1.49 |
| Decision density | medium | Discovery | 10 | 14% | 9% | 1.47 |
| Decision density | medium | Inference | 10 | 14% | 9% | 1.47 |
| Player agency | high | Planning | 26 | 67% | 46% | 1.46 |
| Decision density | high | Planning | 14 | 67% | 46% | 1.46 |
| Pacing effect | accelerates | Emergent narrative | 13 | 26% | 18% | 1.46 |
| Information | perfect | Compulsion | 13 | 10% | 7% | 1.46 |
| Player agency | low | Downtime | 5 | 8% | 6% | 1.45 |
| Decision density | high | Mastery | 9 | 43% | 30% | 1.44 |
| Pacing effect | accelerates | Execution | 6 | 12% | 8% | 1.43 |
| Player agency | medium | Execution | 11 | 12% | 8% | 1.43 |
| Feedback loop | none | Negotiation | 7 | 5% | 4% | 1.43 |
| Feedback loop | none | Alpha player | 6 | 4% | 3% | 1.43 |
| Feedback loop | none | Betrayal | 8 | 6% | 4% | 1.43 |
| Decision density | high | Spatial reasoning | 5 | 24% | 17% | 1.42 |
| Randomness | none | Runaway leader | 12 | 10% | 7% | 1.41 |
| Feedback loop | positive | Volatility | 8 | 23% | 16% | 1.41 |
| Player agency | low | Consequence weight | 19 | 32% | 23% | 1.41 |
| Feedback loop | negative | Tension | 8 | 62% | 44% | 1.40 |
| Information | asymmetric | Discovery | 5 | 13% | 9% | 1.40 |
| Complexity | low | Flow | 14 | 17% | 12% | 1.38 |
| Decision density | medium | Flow | 12 | 17% | 12% | 1.38 |
| Pacing effect | decelerates | Frustration risk | 10 | 43% | 31% | 1.38 |
| Pacing effect | neutral | Contested fairness | 14 | 13% | 9% | 1.38 |
| Pacing effect | accelerates | Calculation | 9 | 18% | 13% | 1.38 |
| Player agency | high | Calculation | 7 | 18% | 13% | 1.37 |
| Information | perfect | Execution | 15 | 11% | 8% | 1.37 |
| Interaction | solo | Consequence weight | 24 | 31% | 23% | 1.37 |
| Decision density | low | Replayability | 14 | 14% | 10% | 1.36 |
| Complexity | medium | Spatial reasoning | 21 | 23% | 17% | 1.36 |
| Interaction | direct | Emergent narrative | 8 | 24% | 18% | 1.36 |
| Interaction | indirect | Planning | 29 | 62% | 46% | 1.35 |
| Interaction | indirect | Mastery | 19 | 40% | 30% | 1.35 |
| Pacing effect | decelerates | Consequence weight | 7 | 30% | 23% | 1.35 |
| Interaction | mixed | Tension | 16 | 59% | 44% | 1.35 |
| Randomness | input | Tension | 20 | 59% | 44% | 1.34 |
| Randomness | none | Spatial reasoning | 28 | 22% | 17% | 1.34 |
| Randomness | none | Execution | 14 | 11% | 8% | 1.34 |
| Pacing effect | accelerates | Consequence weight | 15 | 30% | 23% | 1.33 |
| Decision density | medium | Teamwork | 10 | 14% | 10% | 1.33 |
| Decision density | medium | Emergent narrative | 17 | 24% | 18% | 1.33 |
| Pacing effect | neutral | Betrayal | 6 | 6% | 4% | 1.33 |
| Complexity | medium | Engine satisfaction | 7 | 8% | 6% | 1.32 |
| Pacing effect | accelerates | Spatial reasoning | 11 | 22% | 17% | 1.31 |
| Interaction | direct | Tension | 19 | 58% | 44% | 1.31 |
| Interaction | indirect | Calculation | 8 | 17% | 13% | 1.30 |
| Pacing effect | decelerates | Spatial reasoning | 5 | 22% | 17% | 1.30 |
| Randomness | none | Compulsion | 11 | 9% | 7% | 1.29 |
| Complexity | medium | Ownership | 18 | 20% | 15% | 1.29 |
| Information | perfect | Calculation | 22 | 17% | 13% | 1.28 |
| Randomness | input | Mastery | 13 | 38% | 30% | 1.28 |
| Complexity | medium | Runaway leader | 8 | 9% | 7% | 1.28 |
| Player agency | low | Replayability | 8 | 13% | 10% | 1.27 |
| Randomness | none | Alpha player | 5 | 4% | 3% | 1.27 |
| Pacing effect | accelerates | Inference | 6 | 12% | 9% | 1.27 |
| Decision density | low | Consequence weight | 28 | 29% | 23% | 1.27 |
| Player agency | medium | Discovery | 11 | 12% | 9% | 1.27 |
| Randomness | input | Volatility | 7 | 21% | 16% | 1.27 |
| Information | perfect | Flow | 20 | 15% | 12% | 1.27 |
| Player agency | medium | Flow | 14 | 15% | 12% | 1.26 |
| Pacing effect | neutral | Analysis paralysis | 15 | 14% | 11% | 1.26 |
| Pacing effect | neutral | Negotiation | 5 | 5% | 4% | 1.26 |
| Pacing effect | neutral | Social deduction | 5 | 5% | 4% | 1.26 |
| Decision density | low | Volatility | 20 | 20% | 16% | 1.26 |
| Decision density | medium | Fear of missing out | 9 | 13% | 10% | 1.26 |
| Randomness | none | Engine satisfaction | 9 | 7% | 6% | 1.25 |
| Interaction | mixed | Emergent narrative | 6 | 22% | 18% | 1.25 |
| Complexity | medium | Teamwork | 12 | 13% | 10% | 1.25 |
| Complexity | medium | Replayability | 12 | 13% | 10% | 1.25 |
| Complexity | low | Downtime | 6 | 7% | 6% | 1.24 |
| Feedback loop | none | Flow | 20 | 15% | 12% | 1.24 |
| Decision density | medium | Bluffing | 7 | 10% | 8% | 1.24 |
| Information | hidden | Consequence weight | 5 | 28% | 23% | 1.23 |
| Information | perfect | Runaway leader | 11 | 8% | 7% | 1.23 |
| Randomness | output | Consequence weight | 8 | 28% | 23% | 1.23 |
| Interaction | solo | Frustration risk | 30 | 38% | 31% | 1.22 |
| Complexity | low | Compulsion | 7 | 8% | 7% | 1.22 |
| Player agency | high | Replayability | 5 | 13% | 10% | 1.22 |
| Feedback loop | none | Kingmaking | 12 | 9% | 7% | 1.22 |
| Feedback loop | none | Social deduction | 6 | 4% | 4% | 1.22 |
| Feedback loop | mixed | Planning | 5 | 56% | 46% | 1.22 |
| Interaction | indirect | Replayability | 6 | 13% | 10% | 1.22 |
| Player agency | low | Emergent narrative | 13 | 22% | 18% | 1.22 |
| Complexity | low | Bluffing | 8 | 10% | 8% | 1.21 |
| Player agency | medium | Tension | 49 | 53% | 44% | 1.21 |
| Pacing effect | neutral | Fear of missing out | 13 | 12% | 10% | 1.21 |
| Player agency | high | Mastery | 14 | 36% | 30% | 1.20 |
| Complexity | medium | Fear of missing out | 11 | 12% | 10% | 1.20 |
| Decision density | low | Frustration risk | 37 | 38% | 31% | 1.20 |
| Decision density | medium | Tension | 38 | 53% | 44% | 1.20 |
| Decision density | low | Compulsion | 8 | 8% | 7% | 1.20 |
| Randomness | none | Flow | 18 | 14% | 12% | 1.20 |
| Feedback loop | positive | Spatial reasoning | 7 | 20% | 17% | 1.19 |
| Information | perfect | Engine satisfaction | 9 | 7% | 6% | 1.19 |
| Information | perfect | Downtime | 9 | 7% | 6% | 1.19 |
| Decision density | high | Tension | 11 | 52% | 44% | 1.19 |
| Feedback loop | none | Inference | 15 | 11% | 9% | 1.19 |
| Pacing effect | decelerates | Tension | 12 | 52% | 44% | 1.19 |
| Interaction | solo | Volatility | 15 | 19% | 16% | 1.18 |
| Information | perfect | Spatial reasoning | 26 | 20% | 17% | 1.18 |
| Feedback loop | negative | Planning | 7 | 54% | 46% | 1.18 |
| Pacing effect | neutral | Inference | 12 | 11% | 9% | 1.18 |
| Pacing effect | neutral | Bluffing | 10 | 9% | 8% | 1.18 |
| Decision density | medium | Contested fairness | 8 | 11% | 9% | 1.18 |
| Randomness | none | Consequence weight | 33 | 26% | 23% | 1.17 |
| Complexity | high | Planning | 8 | 53% | 46% | 1.17 |
| Decision density | low | Spectacle | 6 | 6% | 5% | 1.17 |
| Information | perfect | Spectacle | 8 | 6% | 5% | 1.17 |
| Feedback loop | none | Downtime | 9 | 7% | 6% | 1.17 |
| Complexity | medium | Consequence weight | 24 | 26% | 23% | 1.16 |
| Pacing effect | neutral | Ownership | 19 | 18% | 15% | 1.16 |
| Randomness | input | Emergent narrative | 7 | 21% | 18% | 1.16 |
| Interaction | solo | Emergent narrative | 16 | 21% | 18% | 1.15 |
| Pacing effect | neutral | Teamwork | 13 | 12% | 10% | 1.15 |
| Pacing effect | neutral | Replayability | 13 | 12% | 10% | 1.15 |
| Pacing effect | accelerates | Frustration risk | 18 | 36% | 31% | 1.15 |
| Player agency | medium | Teamwork | 11 | 12% | 10% | 1.14 |
| Feedback loop | none | Teamwork | 16 | 12% | 10% | 1.14 |
| Feedback loop | none | Bluffing | 12 | 9% | 8% | 1.14 |
| Pacing effect | accelerates | Tension | 25 | 50% | 44% | 1.14 |
| Information | hidden | Tension | 9 | 50% | 44% | 1.14 |
| Complexity | low | Execution | 8 | 10% | 8% | 1.14 |
| Decision density | low | Sunk cost | 7 | 7% | 6% | 1.14 |
| Decision density | medium | Kingmaking | 6 | 8% | 7% | 1.14 |
| Complexity | low | Spectacle | 5 | 6% | 5% | 1.14 |
| Pacing effect | variable | Tension | 5 | 50% | 44% | 1.14 |
| Pacing effect | neutral | Calculation | 16 | 15% | 13% | 1.13 |
| Player agency | medium | Mastery | 31 | 34% | 30% | 1.13 |
| Interaction | indirect | Inference | 5 | 11% | 9% | 1.13 |
| Information | perfect | Volatility | 24 | 18% | 16% | 1.13 |
| Randomness | none | Grind | 14 | 11% | 10% | 1.13 |
| Feedback loop | positive | Emergent narrative | 7 | 20% | 18% | 1.12 |
| Randomness | input | Calculation | 5 | 15% | 13% | 1.12 |
| Interaction | indirect | Ownership | 8 | 17% | 15% | 1.12 |
| Pacing effect | accelerates | Volatility | 9 | 18% | 16% | 1.11 |
| Feedback loop | none | Discovery | 14 | 10% | 9% | 1.11 |
| Randomness | none | Ownership | 21 | 17% | 15% | 1.11 |
| Feedback loop | none | Mastery | 44 | 33% | 30% | 1.10 |
| Decision density | medium | Ownership | 12 | 17% | 15% | 1.10 |
| Decision density | low | Spatial reasoning | 18 | 18% | 17% | 1.10 |
| Information | perfect | Sunk cost | 9 | 7% | 6% | 1.09 |
| Complexity | medium | Grind | 10 | 11% | 10% | 1.09 |
| Randomness | none | Kingmaking | 10 | 8% | 7% | 1.09 |
| Decision density | low | Calculation | 14 | 14% | 13% | 1.09 |
| Complexity | medium | Analysis paralysis | 11 | 12% | 11% | 1.09 |
| Feedback loop | none | Analysis paralysis | 16 | 12% | 11% | 1.09 |
| Complexity | low | Tension | 40 | 48% | 44% | 1.08 |
| Complexity | medium | Calculation | 13 | 14% | 13% | 1.08 |
| Information | perfect | Mastery | 42 | 32% | 30% | 1.07 |
| Information | perfect | Grind | 14 | 11% | 10% | 1.07 |
| Information | perfect | Planning | 64 | 49% | 46% | 1.07 |
| Randomness | none | Mastery | 40 | 32% | 30% | 1.07 |
| Randomness | none | Planning | 61 | 49% | 46% | 1.07 |
| Interaction | solo | Planning | 38 | 49% | 46% | 1.07 |
| Feedback loop | none | Spatial reasoning | 24 | 18% | 17% | 1.07 |
| Feedback loop | none | Execution | 12 | 9% | 8% | 1.07 |
| Decision density | medium | Planning | 35 | 49% | 46% | 1.07 |
| Complexity | low | Frustration risk | 28 | 33% | 31% | 1.06 |
| Player agency | low | Discovery | 6 | 10% | 9% | 1.06 |
| Pacing effect | neutral | Spectacle | 6 | 6% | 5% | 1.06 |
| Information | perfect | Ownership | 21 | 16% | 15% | 1.06 |
| Pacing effect | neutral | Mastery | 34 | 31% | 30% | 1.05 |
| Player agency | medium | Planning | 44 | 48% | 46% | 1.05 |
| Complexity | medium | Planning | 44 | 48% | 46% | 1.05 |
| Randomness | none | Fear of missing out | 13 | 10% | 10% | 1.05 |
| Information | perfect | Kingmaking | 10 | 8% | 7% | 1.04 |
| Information | perfect | Analysis paralysis | 15 | 11% | 11% | 1.04 |
| Complexity | medium | Discovery | 9 | 10% | 9% | 1.04 |
| Player agency | medium | Sunk cost | 6 | 7% | 6% | 1.04 |
| Complexity | medium | Execution | 8 | 9% | 8% | 1.04 |
| Complexity | low | Mastery | 26 | 31% | 30% | 1.04 |
| Randomness | input | Planning | 16 | 47% | 46% | 1.03 |
| Pacing effect | neutral | Sunk cost | 7 | 6% | 6% | 1.03 |
| Randomness | input | Frustration risk | 11 | 32% | 31% | 1.03 |
| Feedback loop | none | Contested fairness | 13 | 10% | 9% | 1.03 |
| Complexity | low | Volatility | 14 | 17% | 16% | 1.03 |
| Decision density | low | Grind | 10 | 10% | 10% | 1.03 |
| Decision density | medium | Mastery | 22 | 31% | 30% | 1.02 |
| Feedback loop | none | Frustration risk | 43 | 32% | 31% | 1.02 |
| Decision density | medium | Runaway leader | 5 | 7% | 7% | 1.02 |
| Complexity | medium | Mastery | 28 | 30% | 30% | 1.02 |
| Randomness | none | Analysis paralysis | 14 | 11% | 11% | 1.02 |
| Randomness | none | Bluffing | 10 | 8% | 8% | 1.02 |
| Player agency | medium | Consequence weight | 21 | 23% | 23% | 1.01 |
| Pacing effect | neutral | Kingmaking | 8 | 7% | 7% | 1.01 |
| Decision density | medium | Analysis paralysis | 8 | 11% | 11% | 1.01 |
| Player agency | high | Emergent narrative | 7 | 18% | 18% | 1.01 |
| Feedback loop | none | Emergent narrative | 24 | 18% | 18% | 1.01 |
| Player agency | low | Fear of missing out | 6 | 10% | 10% | 1.01 |
| Player agency | medium | Volatility | 15 | 16% | 16% | 1.00 |
| Feedback loop | positive | Frustration risk | 11 | 31% | 31% | 1.00 |
| Feedback loop | none | Spectacle | 7 | 5% | 5% | 1.00 |
| Player agency | medium | Calculation | 12 | 13% | 13% | 1.00 |
| Pacing effect | neutral | Planning | 49 | 45% | 46% | 1.00 |
| Decision density | medium | Execution | 6 | 8% | 8% | 0.99 |
| Randomness | none | Replayability | 13 | 10% | 10% | 0.99 |
| Feedback loop | none | Tension | 58 | 43% | 44% | 0.98 |
| Player agency | medium | Fear of missing out | 9 | 10% | 10% | 0.98 |
| Information | perfect | Consequence weight | 29 | 22% | 23% | 0.98 |
| Feedback loop | none | Planning | 60 | 45% | 46% | 0.98 |
| Pacing effect | neutral | Discovery | 10 | 9% | 9% | 0.98 |
| Decision density | medium | Grind | 7 | 10% | 10% | 0.98 |
| Complexity | medium | Emergent narrative | 16 | 17% | 18% | 0.98 |
| Feedback loop | none | Fear of missing out | 13 | 10% | 10% | 0.98 |
| Decision density | low | Contested fairness | 9 | 9% | 9% | 0.97 |
| Decision density | low | Kingmaking | 7 | 7% | 7% | 0.97 |
| Decision density | low | Execution | 8 | 8% | 8% | 0.97 |
| Information | asymmetric | Volatility | 6 | 16% | 16% | 0.97 |
| Complexity | medium | Frustration risk | 28 | 30% | 31% | 0.97 |
| Randomness | input | Ownership | 5 | 15% | 15% | 0.97 |
| Interaction | indirect | Tension | 20 | 43% | 44% | 0.97 |
| Pacing effect | neutral | Downtime | 6 | 6% | 6% | 0.96 |
| Complexity | medium | Tension | 39 | 42% | 44% | 0.96 |
| Complexity | low | Fear of missing out | 8 | 10% | 10% | 0.96 |
| Pacing effect | accelerates | Teamwork | 5 | 10% | 10% | 0.96 |
| Decision density | medium | Calculation | 9 | 13% | 13% | 0.95 |
| Randomness | none | Betrayal | 5 | 4% | 4% | 0.95 |
| Information | perfect | Frustration risk | 39 | 30% | 31% | 0.95 |
| Complexity | low | Sunk cost | 5 | 6% | 6% | 0.95 |
| Complexity | medium | Downtime | 5 | 5% | 6% | 0.94 |
| Feedback loop | positive | Planning | 15 | 43% | 46% | 0.94 |
| Information | asymmetric | Consequence weight | 8 | 21% | 23% | 0.94 |
| Player agency | medium | Frustration risk | 27 | 29% | 31% | 0.93 |
| Randomness | none | Discovery | 11 | 9% | 9% | 0.93 |
| Interaction | solo | Analysis paralysis | 8 | 10% | 11% | 0.93 |
| Information | hidden | Mastery | 5 | 28% | 30% | 0.93 |
| Pacing effect | neutral | Grind | 10 | 9% | 10% | 0.93 |
| Randomness | none | Tension | 51 | 41% | 44% | 0.93 |
| Feedback loop | none | Replayability | 13 | 10% | 10% | 0.93 |
| Decision density | low | Fear of missing out | 9 | 9% | 10% | 0.92 |
| Pacing effect | accelerates | Planning | 21 | 42% | 46% | 0.92 |
| Information | asymmetric | Frustration risk | 11 | 29% | 31% | 0.92 |
| Feedback loop | none | Volatility | 20 | 15% | 16% | 0.92 |
| Interaction | solo | Execution | 6 | 8% | 8% | 0.92 |
| Randomness | none | Calculation | 15 | 12% | 13% | 0.92 |
| Complexity | low | Planning | 35 | 42% | 46% | 0.91 |
| Pacing effect | neutral | Volatility | 16 | 15% | 16% | 0.91 |
| Feedback loop | positive | Tension | 14 | 40% | 44% | 0.91 |
| Complexity | low | Calculation | 10 | 12% | 13% | 0.91 |
| Player agency | medium | Spatial reasoning | 14 | 15% | 17% | 0.91 |
| Interaction | solo | Mastery | 21 | 27% | 30% | 0.90 |
| Interaction | solo | Fear of missing out | 7 | 9% | 10% | 0.90 |
| Randomness | none | Sunk cost | 7 | 6% | 6% | 0.89 |
| Player agency | medium | Kingmaking | 6 | 7% | 7% | 0.89 |
| Decision density | low | Mastery | 26 | 27% | 30% | 0.89 |
| Decision density | low | Downtime | 5 | 5% | 6% | 0.89 |
| Decision density | medium | Frustration risk | 20 | 28% | 31% | 0.88 |
| Pacing effect | neutral | Tension | 42 | 39% | 44% | 0.88 |
| Pacing effect | neutral | Spatial reasoning | 16 | 15% | 17% | 0.88 |
| Pacing effect | neutral | Execution | 8 | 7% | 8% | 0.88 |
| Player agency | low | Contested fairness | 5 | 8% | 9% | 0.88 |
| Player agency | medium | Grind | 8 | 9% | 10% | 0.87 |
| Pacing effect | decelerates | Mastery | 6 | 26% | 30% | 0.87 |
| Player agency | low | Tension | 23 | 38% | 44% | 0.87 |
| Pacing effect | accelerates | Mastery | 13 | 26% | 30% | 0.87 |
| Complexity | low | Emergent narrative | 13 | 15% | 18% | 0.87 |
| Interaction | mixed | Mastery | 7 | 26% | 30% | 0.87 |
| Interaction | direct | Frustration risk | 9 | 27% | 31% | 0.87 |
| Complexity | medium | Sunk cost | 5 | 5% | 6% | 0.87 |
| Randomness | output | Tension | 11 | 38% | 44% | 0.86 |
| Decision density | low | Emergent narrative | 15 | 15% | 18% | 0.86 |
| Information | perfect | Emergent narrative | 20 | 15% | 18% | 0.86 |
| Player agency | medium | Emergent narrative | 14 | 15% | 18% | 0.85 |
| Information | hidden | Planning | 7 | 39% | 46% | 0.85 |
| Decision density | low | Planning | 38 | 39% | 46% | 0.85 |
| Decision density | low | Flow | 10 | 10% | 12% | 0.85 |
| Pacing effect | neutral | Flow | 11 | 10% | 12% | 0.85 |
| Randomness | none | Frustration risk | 33 | 26% | 31% | 0.84 |
| Randomness | none | Teamwork | 11 | 9% | 10% | 0.84 |
| Feedback loop | none | Sunk cost | 7 | 5% | 6% | 0.83 |
| Player agency | low | Flow | 6 | 10% | 12% | 0.83 |
| Complexity | medium | Bluffing | 6 | 7% | 8% | 0.83 |
| Interaction | mixed | Frustration risk | 7 | 26% | 31% | 0.83 |
| Pacing effect | neutral | Consequence weight | 20 | 19% | 23% | 0.82 |
| Pacing effect | neutral | Compulsion | 6 | 6% | 7% | 0.82 |
| Information | perfect | Tension | 47 | 36% | 44% | 0.82 |
| Interaction | indirect | Frustration risk | 12 | 26% | 31% | 0.81 |
| Complexity | medium | Flow | 9 | 10% | 12% | 0.81 |
| Interaction | direct | Mastery | 8 | 24% | 30% | 0.81 |
| Decision density | low | Tension | 35 | 36% | 44% | 0.81 |
| Decision density | medium | Consequence weight | 13 | 18% | 23% | 0.80 |
| Information | perfect | Replayability | 11 | 8% | 10% | 0.80 |
| Player agency | medium | Compulsion | 5 | 5% | 7% | 0.80 |
| Player agency | medium | Runaway leader | 5 | 5% | 7% | 0.80 |
| Complexity | medium | Compulsion | 5 | 5% | 7% | 0.80 |
| Complexity | low | Teamwork | 7 | 8% | 10% | 0.80 |
| Player agency | low | Teamwork | 5 | 8% | 10% | 0.80 |
| Complexity | low | Consequence weight | 15 | 18% | 23% | 0.79 |
| Pacing effect | accelerates | Ownership | 6 | 12% | 15% | 0.79 |
| Player agency | medium | Ownership | 11 | 12% | 15% | 0.79 |
| Feedback loop | none | Ownership | 16 | 12% | 15% | 0.79 |
| Interaction | solo | Calculation | 8 | 10% | 13% | 0.78 |
| Information | perfect | Fear of missing out | 10 | 8% | 10% | 0.77 |
| Pacing effect | neutral | Frustration risk | 26 | 24% | 31% | 0.77 |
| Feedback loop | positive | Mastery | 8 | 23% | 30% | 0.77 |
| Interaction | solo | Spatial reasoning | 10 | 13% | 17% | 0.77 |
| Randomness | none | Emergent narrative | 17 | 14% | 18% | 0.76 |
| Player agency | low | Calculation | 6 | 10% | 13% | 0.76 |
| Randomness | none | Spectacle | 5 | 4% | 5% | 0.76 |
| Randomness | none | Inference | 9 | 7% | 9% | 0.76 |
| Randomness | none | Contested fairness | 9 | 7% | 9% | 0.76 |
| Decision density | low | Discovery | 7 | 7% | 9% | 0.76 |
| Decision density | low | Inference | 7 | 7% | 9% | 0.76 |
| Complexity | low | Discovery | 6 | 7% | 9% | 0.76 |
| Complexity | high | Tension | 5 | 33% | 44% | 0.76 |
| Information | asymmetric | Planning | 13 | 34% | 46% | 0.75 |
| Feedback loop | none | Grind | 10 | 7% | 10% | 0.75 |
| Decision density | low | Runaway leader | 5 | 5% | 7% | 0.75 |
| Decision density | medium | Spatial reasoning | 9 | 13% | 17% | 0.75 |
| Feedback loop | none | Consequence weight | 22 | 16% | 23% | 0.73 |
| Information | perfect | Contested fairness | 9 | 7% | 9% | 0.73 |
| Player agency | medium | Replayability | 7 | 8% | 10% | 0.73 |
| Complexity | low | Grind | 6 | 7% | 10% | 0.72 |
| Complexity | low | Spatial reasoning | 10 | 12% | 17% | 0.71 |
| Player agency | high | Tension | 12 | 31% | 44% | 0.70 |
| Randomness | none | Downtime | 5 | 4% | 6% | 0.69 |
| Player agency | medium | Analysis paralysis | 7 | 8% | 11% | 0.69 |
| Player agency | medium | Contested fairness | 6 | 7% | 9% | 0.69 |
| Complexity | medium | Inference | 6 | 7% | 9% | 0.69 |
| Decision density | low | Teamwork | 7 | 7% | 10% | 0.68 |
| Randomness | output | Planning | 9 | 31% | 46% | 0.68 |
| Interaction | solo | Tension | 23 | 29% | 44% | 0.67 |
| Player agency | low | Mastery | 12 | 20% | 30% | 0.67 |
| Complexity | medium | Volatility | 10 | 11% | 16% | 0.67 |
| Interaction | direct | Planning | 10 | 30% | 46% | 0.67 |
| Feedback loop | none | Compulsion | 6 | 4% | 7% | 0.66 |
| Decision density | low | Bluffing | 5 | 5% | 8% | 0.65 |
| Decision density | low | Analysis paralysis | 7 | 7% | 11% | 0.65 |
| Complexity | low | Contested fairness | 5 | 6% | 9% | 0.63 |
| Feedback loop | none | Calculation | 11 | 8% | 13% | 0.63 |
| Player agency | low | Planning | 17 | 28% | 46% | 0.62 |
| Information | asymmetric | Mastery | 7 | 18% | 30% | 0.62 |
| Decision density | low | Ownership | 9 | 9% | 15% | 0.60 |
| Decision density | medium | Volatility | 7 | 10% | 16% | 0.60 |
| Information | perfect | Teamwork | 8 | 6% | 10% | 0.58 |
| Pacing effect | neutral | Emergent narrative | 11 | 10% | 18% | 0.57 |
| Complexity | low | Replayability | 5 | 6% | 10% | 0.57 |
| Complexity | low | Analysis paralysis | 5 | 6% | 11% | 0.54 |
| Player agency | low | Spatial reasoning | 5 | 8% | 17% | 0.50 |
| Interaction | mixed | Planning | 6 | 22% | 46% | 0.49 |
| Information | perfect | Discovery | 5 | 4% | 9% | 0.41 |
| Randomness | none | Volatility | 7 | 6% | 16% | 0.35 |
Earliest documented use by era and medium
Each mechanic's earliest documented use, placed by the era of its year and the medium it is recorded in. Medium here is the provenance medium, the one the earliest use belongs to, not every medium the mechanic now appears in. Origins without a year or a medium are counted below the table. Select a cell to list its mechanics; the timeline shows every dated point.
| Era | Video | Tabletop RPG | Board & card | Physical | Total | |
|---|---|---|---|---|---|---|
| Before 1800 | 0 | 0 | 0 | 14 | ||
| 1800–1899 | 0 | 0 | 0 | 11 | ||
| 1900–1949 | 0 | 0 | 18 | |||
| 1950–1979 | 0 | 47 | ||||
| 1980–1999 | 0 | 43 | ||||
| 2000 onward | 0 | 33 | ||||
| Total | 47 | 33 | 73 | 11 | 2 | 166 |
166 mechanics placed; 25 at these confidence levels name an origin without a year or a medium; 0 are outside the selection or name no origin.
| Era | Video | Tabletop RPG | Board & card | Physical | Total | |
|---|---|---|---|---|---|---|
| Before 1800 | 0 | 0 | 0 | 12 | ||
| 1800–1899 | 0 | 0 | 0 | 6 | ||
| 1900–1949 | 0 | 0 | 0 | 10 | ||
| 1950–1979 | 0 | 42 | ||||
| 1980–1999 | 0 | 28 | ||||
| 2000 onward | 0 | 23 | ||||
| Total | 30 | 29 | 55 | 6 | 1 | 121 |
121 mechanics placed; 0 at these confidence levels name an origin without a year or a medium; 70 are outside the selection or name no origin.