Game systems
A game system archetype is a named composite subsystem that recurs across games: its identity is the interaction of three or more mechanics around state that persists, and no single one of those mechanics owns it. The sections below divide them by domain, what the system simulates: the environment, the world's inhabitants, society, an economy, the avatar's body, or the pacing of encounters. Each entry lists the games that have the system and records for every game the system's own working parts there and the mechanics it combines.
37 archetypes, 176 examples. Game systems are built from the mechanics, which each example names as its components; they carry no design properties or effect tags, and they are not part of the patterns figures. Data: JSON, CSV, examples CSV.
Environment
The world itself: time of day, weather, seasons, elements, and terrain.
Crop Growth
Planted plots hold crops that advance through stages of growth as days, rounds or hours pass, helped by water, soil and care, until they are harvested for sale or use or wither from neglect, drought or a season's end
Day-Night Cycle
The world passes through day and night on a repeating clock, and the hour changes what can be seen, which enemies appear and how dangerous they are, and what is open, so players plan their actions around the time
Destructible Terrain
Terrain and structures hold a damage state that weapons and tools break and that stays broken, so craters, holes and collapses change footing, paths, cover and lines of fire for the rest of the round or level
Dynamic Weather
Weather changes during play, drawn at random or simulated region by region, and alters movement, combat, equipment or damage rather than only the scenery, so players plan around conditions they do not control
Light Sources
Torches, lamps and fires that the player carries or places burn down with moves or time and are renewed from a limited stock, while the darkness beyond them slows, harms or reveals the party, so light is a supply spent to stay safe
Pollution
Industry, power and traffic emit pollution that builds up where it is made or on a shared track, lowering health, land value, yields or growth or bringing disaster, until it is cleaned up, absorbed or cut by cleaner production
Seasons and Calendar
The game keeps a calendar of days and seasons, and the season decides what grows, what can be gathered and which events and festivals occur, so work is planned across a year that ends or repeats on schedule
Spreading Blight
A hostile substance or biome spreads over the map's ground by its own rule and turns what it reaches into its own kind, which stays turned, so the player builds, fights and digs to hold it back or cleanse it
Systemic Elements
Elements such as fire, water and wind are held as states of the world's terrain and materials and spread from place to place by rule, so where a fire runs and what it consumes follow from the simulation rather than a script
Inhabitants
Non-player characters and creatures as agents: rivals, routines, and ecology.
Alert Phases
One detection puts every guard in an area into a shared alarm that brings more guards and takes away the player's aids, and the area steps back through searching and wariness to normal on timers or when cleared
Contagion
A disease passes by contact or nearness from character to character or place to place, often after a delay and in rising outbreaks, and is checked by cures, vaccination, isolation or quarantine, so the player races to contain it
Ecosystem Simulation
Creatures feed, hunt, fight and starve among themselves on their own rules whether or not the player is present, so the predators, prey and populations the player meets rise and fall with a food supply the player also draws on
Nemesis System
Enemies are generated as named individuals in a ranked hierarchy who remember their encounters with the player; one who kills the player is promoted and one who escapes returns for a rematch, so rivalries form out of play
NPC Schedules
Non-player characters keep daily routines keyed to the game clock, working, eating, sleeping and moving between places, so where a character can be found and whether a conversation, shop or quest is open depend on the hour
Queue Management
Visitors or patients queue for rides, rooms or staff that serve a fixed number at a time, and the wait wears down their patience and comfort, so long queues lower satisfaction and send them out of the park or hospital
Society
Law, factions, and territory: collective bodies that hold an attitude or ground.
AI Diplomacy
Computer-run rival powers hold attitudes toward the player and one another, moved by deeds, agendas, broken treaties and relative strength, and act on them; they set the price of peace, vote in councils and declare war
Army Supply Limits
Each province or area can feed only so many troops, set by its wealth, terrain, season and who holds it, and troops above that limit waste away or must disband, so armies spread out and losses are refilled from a slow inflow of men
Civic Unrest
A population's stored satisfaction, set by its growth, living conditions, amenities and laws, decides how much it works and pays; at its low end production stops, rebels arise, or the people remove the ruler
Crew Mutiny
A crew's stored morale falls with time at sea, short rations, unpaid wages, thin shares or fear, and recovers with plunder, pay or time ashore; at its low end the crew deserts at port or mutinies against its captain
Crime and Bounty
Crimes that witnesses report put a price on the player's head, kept per region or authority, that outlasts any chase and sends hunters until the player pays it, serves time, or removes its source
Domain Management
A ruler holds lands on a periodic turn; holdings yield taxes and owe upkeep, the subjects' contentment moves with taxes and events and cuts revenue or turns to revolt when it falls, and vassals and heirs carry the realm on
Election Cycles
Elections fall due on a schedule, and a simulated electorate split into groups or regions turns a ruler's record or a party's platform into votes, tracked beforehand by polls, so that each count wins or costs office or points
Faction Warfare
Factions in the game world declare war and peace, make and break alliances and rise or fall by their own rules between the player's actions, and the war moves the player's standing with each side, so the player can join or tip it
Generational Heirs
Play passes from a character who dies or whose part ends to an heir, who takes over the family's holdings, standing or traits, so the player's line outlives its members and marriages and births decide who comes next
Wanted Level
Crimes the authorities see or learn of raise a level held in tiers, each tier sends a stronger response up to an elite unit, and the level clears when the player escapes notice, pays, or is arrested at a price
Economy
Prices, production, and demand across a simulated population or market.
Population Cap
Every unit a side fields takes room under a ceiling that its houses, farms, depots or held centres provide, so production stops at the ceiling until more housing is built or taken, and housing competes with the army for resources
Simulated Economy
Simulated producers and consumers in towns, factories or populations turn goods into other goods and use them up, so supply, demand and prices change without the player, who trades in, builds into or disrupts the running economy
Traffic Simulation
Simulated trips or vehicles travel over the roads and rails the player lays, each stretch carries a limited load, and the congestion that forms slows or fails trips, which feeds back into growth, ratings or defeat
Utility Networks
Power, water or fluid travels from producing buildings to consuming ones through lines and pipes the player lays, and the simulation weighs supply against consumption on each network, so buildings work, slow or fail as capacity allows
Zoning Demand
The player designates land for kinds of use instead of placing buildings, and simulated demand for homes, shops and jobs decides what grows there, while roads, utilities, neighbours and taxes feed back into that demand
Body
The avatar's physiology: needs, injury, and exposure.
Damage Control
Damage to a ship lands in its systems or compartments, knocking them out, starting fires or breaching the hull, and stays until the crew repairs it, often mid-fight and at the cost of fighting, while fire, lost air and flooding worsen
Fatigue and Sleep
Exertion, wounds or hours without rest wear a character down toward penalties or a forced halt, and recovery needs rest or sleep that costs time, a safe place, money or risk, so when and where to rest is a recurring decision
Injury System
Harm leaves named injuries on body parts, such as a broken limb, bleeding or a destroyed organ, that carry their own penalties and persist after the fight until treated with specific care, apart from or on top of hit points
Survival Loop
Needs such as hunger, thirst, warmth and rest drain with time, exertion and exposure, and the player finds or gathers food and water, crafts tools and builds shelter to refill them, so staying alive frames the rest of play
Pacing
Systems that meter encounters and intensity over a session.
AI Director
A controller reads the players' recent state, such as damage taken, position and pressure, and adjusts spawns, item placement and threat during play, alternating peaks of intensity with lulls instead of following a fixed script
Dynamic World Events
Authored encounters start in a shared world on a timer, schedule or trigger, are open to every player present, and resolve by stages into success or failure that decides what the area and its next event become
Settlement Raids
Attacks on the player's base or settlement come on a schedule or as it grows, with a size read from its wealth, population or the player's progress, so building up draws larger raids against the walls and defenders it pays for
Parts
The working parts of a system, recorded per example. Most have no mechanic entry: they are what the catalog's mechanics leave out. 5 examples record that no term fits.
World clock
An in-game clock or calendar of hours, days, or seasons that advances during play and that other parts read.
Conditional spawn
What appears (enemies, creatures, resources, events) is drawn according to the system's state: the hour, the weather, the tier, the intensity.
Escalation
One state rises through ordered tiers or levels, each bringing a stronger response or harder content.
Return to rest
The state falls back toward rest when the player stops feeding it: breaking contact, hiding, waiting out a relax phase.
Paid reset
The state is cleared at once by paying a price: a fine, a bribe, time in jail, a lost ship or possession.
Drain
The player's meters run down with time or activity and must be refilled: hunger, warmth, fuel, immunity.
Exposure
Conditions of the environment (cold, wet, darkness, storm) act on the bodies or units present in them.
Propagation
State passes from a place or entity to its neighbours by rule: fire, flood, disease, influence.
Agent memory
The system records individual past encounters with the player and acts on them later.
Rank hierarchy
Non-player agents hold ranks or positions in a structure that change through play: promotion, succession, overlords.
Routines
Non-player agents follow timed sequences of places and activities.
Agent needs
Simulated agents (creatures, residents, populations) have needs and act to meet them: feeding, hunting, buying, moving.
Population change
The numbers of simulated agents rise and fall through birth, death, migration, or growth.
Demand
An aggregate measure of unmet demand for goods, land use, or services drives what the simulation produces or builds.
Territory change
Control of places passes between non-player sides through the simulation.
Treatment
A lasting condition clears only through a remedy matched to it: an item, skill, facility, or rest.
Intensity reading
The system estimates the player's state or performance (stress, health, progress) and acts on the estimate.
Forecast
The system's coming state is shown or signalled in advance: a forecast, a demand meter, a tier display, a calendar.
Lasting damage
Damage to terrain or structures persists and changes paths, cover, or lines of sight.
Report step
The state changes only when a witness, guard, or sensor reports what it saw, and the report can be stopped.
Aid lockout
While the state lasts, the player's aids (radar, map, travel, saving, shops) are withdrawn.
Contentment
A stored measure of a population's satisfaction feeds what it yields (taxes, levies, labour) and, at its low end, unrest or revolt.
Succession
When a holder dies or is removed, positions and holdings pass to heirs or successors by rule.
Side relations
Non-player sides hold relations with one another (war, peace, alliance) that change through play.
Headcount scaling
Challenge or reward scales to the number of players present.
Contribution reward
Rewards are graded by each participant's share of the work.
Costly rest
Recovery needs a place, time, or price, and can be interrupted or refused.
Containment
Barriers, isolation, or quarantine block or slow what spreads.
Capacity and load
A capacity (a plant's output, a road's width, a store's size) is weighed against the load placed on it, and overload or shortfall degrades what it serves.
Drivers
- Clock
- State advances on a schedule that could be printed in advance. Crop Growth, Day-Night Cycle, Domain Management, Election Cycles, Generational Heirs, NPC Schedules, Seasons and Calendar, Survival Loop
- Player action
- State builds up or decays from what the player does. Alert Phases, Crew Mutiny, Crime and Bounty, Damage Control, Destructible Terrain, Fatigue and Sleep, Injury System, Light Sources, Nemesis System, Population Cap, Wanted Level
- Autonomous
- Simulated agents or processes change state on their own rules, whether or not the player acts. AI Diplomacy, Army Supply Limits, Civic Unrest, Contagion, Dynamic Weather, Dynamic World Events, Ecosystem Simulation, Faction Warfare, Pollution, Queue Management, Simulated Economy, Spreading Blight, Systemic Elements, Traffic Simulation, Utility Networks, Zoning Demand
- Adaptive
- The system reads the player's state or performance and adjusts to it. AI Director, Settlement Raids
Domain by driver and part
| Domain | Clock | Player action | Autonomous | Adaptive |
|---|---|---|---|---|
| Environment | 3 | 2 | 4 | 0 |
| Inhabitants | 1 | 2 | 3 | 0 |
| Society | 3 | 3 | 4 | 0 |
| Economy | 0 | 1 | 4 | 0 |
| Body | 1 | 3 | 0 | 0 |
| Pacing | 0 | 0 | 1 | 2 |
| Domain | World clock | Conditional spawn | Escalation | Return to rest | Paid reset | Drain | Exposure | Propagation | Agent memory | Rank hierarchy | Routines | Agent needs | Population change | Demand | Territory change | Treatment | Intensity reading | Forecast | Lasting damage | Report step | Aid lockout | Contentment | Succession | Side relations | Headcount scaling | Contribution reward | Costly rest | Containment | Capacity and load |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Environment | 17 | 14 | 3 | 2 | 0 | 7 | 22 | 11 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 3 | 0 | 3 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 |
| Inhabitants | 4 | 1 | 8 | 5 | 2 | 1 | 2 | 4 | 3 | 2 | 4 | 9 | 5 | 0 | 0 | 2 | 0 | 4 | 0 | 2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 |
| Society | 7 | 4 | 11 | 6 | 8 | 2 | 3 | 1 | 2 | 2 | 0 | 0 | 6 | 0 | 3 | 0 | 1 | 4 | 0 | 2 | 0 | 13 | 9 | 6 | 0 | 0 | 0 | 0 | 3 |
| Economy | 2 | 2 | 1 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 2 | 9 | 8 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 14 |
| Body | 1 | 2 | 0 | 0 | 1 | 12 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 0 | 0 |
| Pacing | 1 | 9 | 4 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 9 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 0 | 0 | 1 |
Most-combined mechanics
| Mechanic | Category | Examples | Archetypes |
|---|---|---|---|
| Base Building | Progression & capability | 33 | 13 |
| Upkeep and Attrition | Resource management | 26 | 14 |
| Income | Resource management | 18 | 9 |
| Status Effects | Progression & capability | 18 | 8 |
| Stealth and Detection | Information & hidden state | 18 | 8 |
| Hit Points | Resource management | 17 | 10 |
| Resource Gathering | Resource management | 17 | 6 |
| Resource Conversion | Resource management | 16 | 6 |
| Network and Route Building | Space & position | 16 | 4 |
| Cooperative Play | Interaction & exchange | 13 | 8 |
| Random Tables | Chance & risk | 12 | 8 |
| Boss Encounters | Narrative & choice | 11 | 7 |
| End-Game Triggers | Time & action structure | 11 | 7 |
| Needs and Moods | Resource management | 11 | 3 |
| Relationship Systems | Narrative & choice | 10 | 7 |
| Map Markers and Waypoints | Information & hidden state | 10 | 5 |
| Reputation & Factions | Narrative & choice | 10 | 5 |
| Markets | Resource management | 9 | 6 |
| Procedural Generation | Chance & risk | 9 | 6 |
| Voting | Interaction & exchange | 9 | 6 |
| Victory Points | Resource management | 8 | 7 |
| Experience Levels | Progression & capability | 8 | 6 |
| Exploration Procedures | Time & action structure | 8 | 6 |
| Quest Structures | Narrative & choice | 8 | 5 |
| Hit Location | Action resolution | 8 | 3 |
| Supply Lines | Space & position | 7 | 3 |
| Difficulty Settings | Progression & capability | 6 | 3 |
| Permadeath | Progression & capability | 6 | 3 |
| Progress Clocks | Action resolution | 5 | 4 |
| Pick-Up and Deliver | Space & position | 5 | 2 |
| Grid Movement | Space & position | 4 | 3 |
| Adjacency Bonuses | Space & position | 4 | 2 |
| Sanity | Resource management | 4 | 2 |
| Area Control | Space & position | 3 | 3 |
| Real-Time Play | Time & action structure | 3 | 3 |
| Variable Player Powers | Progression & capability | 3 | 3 |
| Line of Sight | Space & position | 3 | 2 |
| Action Points | Time & action structure | 2 | 2 |
| Appointment Mechanics | Time & action structure | 2 | 2 |
| Critical Hits | Action resolution | 2 | 2 |
| Downtime Phases | Time & action structure | 2 | 2 |
| Hand Management | Resource management | 2 | 2 |
| Loot Distribution | Interaction & exchange | 2 | 2 |
| Physics Puzzles | Puzzle & pattern | 2 | 2 |
| Saving Throws | Action resolution | 2 | 2 |
| Semi-Cooperative | Interaction & exchange | 2 | 2 |
| Worker Placement | Time & action structure | 2 | 2 |
| Cover Systems | Space & position | 2 | 1 |
| Damage Types and Resistances | Progression & capability | 2 | 1 |
| Death Penalty | Progression & capability | 2 | 1 |
| Equipment and Loadouts | Progression & capability | 2 | 1 |
| Roguelike Meta-Progression | Progression & capability | 2 | 1 |
| Tower Defence Pathing | Space & position | 2 | 1 |