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.

Inhabitants

Non-player characters and creatures as agents: rivals, routines, and ecology.

Society

Law, factions, and territory: collective bodies that hold an attitude or ground.

Economy

Prices, production, and demand across a simulated population or market.

Body

The avatar's physiology: needs, injury, and exposure.

Pacing

Systems that meter encounters and intensity over a session.

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.

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

Archetypes by domain and driver. Each archetype has exactly one of each.
DomainClockPlayer actionAutonomousAdaptive
Environment3240
Inhabitants1230
Society3340
Economy0140
Body1300
Pacing0012
Examples by the archetype's domain and the parts recorded for that game. A game with two parts counts in both columns. Counts describe the examples recorded here, not how games in general build their systems.
DomainWorld clockConditional spawnEscalationReturn to restPaid resetDrainExposurePropagationAgent memoryRank hierarchyRoutinesAgent needsPopulation changeDemandTerritory changeTreatmentIntensity readingForecastLasting damageReport stepAid lockoutContentmentSuccessionSide relationsHeadcount scalingContribution rewardCostly restContainmentCapacity and load
Environment171432072211000001030370000000020
Inhabitants41852124324950020402300000023
Society7411682312200603014020139600003
Economy221000030002980001000000000014
Body120011250000000050000000000500
Pacing19410000100000109210000033001

Most-combined mechanics

Mechanics named as a component by two or more examples, most named first, with the number of archetypes whose examples name them. Counts describe the examples recorded here, not how games in general build their systems.
MechanicCategoryExamplesArchetypes
Base BuildingProgression & capability3313
Upkeep and AttritionResource management2614
IncomeResource management189
Status EffectsProgression & capability188
Stealth and DetectionInformation & hidden state188
Hit PointsResource management1710
Resource GatheringResource management176
Resource ConversionResource management166
Network and Route BuildingSpace & position164
Cooperative PlayInteraction & exchange138
Random TablesChance & risk128
Boss EncountersNarrative & choice117
End-Game TriggersTime & action structure117
Needs and MoodsResource management113
Relationship SystemsNarrative & choice107
Map Markers and WaypointsInformation & hidden state105
Reputation & FactionsNarrative & choice105
MarketsResource management96
Procedural GenerationChance & risk96
VotingInteraction & exchange96
Victory PointsResource management87
Experience LevelsProgression & capability86
Exploration ProceduresTime & action structure86
Quest StructuresNarrative & choice85
Hit LocationAction resolution83
Supply LinesSpace & position73
Difficulty SettingsProgression & capability63
PermadeathProgression & capability63
Progress ClocksAction resolution54
Pick-Up and DeliverSpace & position52
Grid MovementSpace & position43
Adjacency BonusesSpace & position42
SanityResource management42
Area ControlSpace & position33
Real-Time PlayTime & action structure33
Variable Player PowersProgression & capability33
Line of SightSpace & position32
Action PointsTime & action structure22
Appointment MechanicsTime & action structure22
Critical HitsAction resolution22
Downtime PhasesTime & action structure22
Hand ManagementResource management22
Loot DistributionInteraction & exchange22
Physics PuzzlesPuzzle & pattern22
Saving ThrowsAction resolution22
Semi-CooperativeInteraction & exchange22
Worker PlacementTime & action structure22
Cover SystemsSpace & position21
Damage Types and ResistancesProgression & capability21
Death PenaltyProgression & capability21
Equipment and LoadoutsProgression & capability21
Roguelike Meta-ProgressionProgression & capability21
Tower Defence PathingSpace & position21