978-1-6654-3886-5/21/$31.00 ©2021 IEEE Mechanics or Mechanisms: defining differences in analog games to support game design Micael Sousa CITTA, Department of Civil Engeneering University of Coimbra Coimbra, Portugal micaelssousa@gmail.com Nelson Zagalo DigiMedia, Departament of Communication and Art University of Aveiro Aveiro, Portugal nzagalo@ua.pt Ana Patrícia Oliveira Digimedia, Department of Communication and Art University of Aveiro Aveiro, Portugal apoliveira@ua.pt Abstract— This research intends to clarify the difference between game mechanisms and mechanics. We propose the reinforcement of game mechanisms as building blocks for game design. After analyzing Board Game Geek (BGG) mechanisms databases and crossing it with the literature review and game examples, we provide a new classification for board game mechanisms. Departing from the Mechanics- Dynamics-Aesthetics (MDA) framework, we propose the Mechanisms, Mechanics, Dynamics, and Experience (MMDE) approach to fit the different concepts of mechanics and mechanisms to analog game systems. These findings should clarify the concept of mechanisms as building blocks for analog game design, which is also useful for hybrid and digital game design. Keywords— Game Mechanisms, Game Design, Analog Games, Mechanics I. INTRODUCTION Game design is a challenging activity full of uncertainties, as much as the games themselves [1]. Designing a game is not easy, so game designers need to master general techniques and to establish support processes. Designing digital or analog games depart from the same basic concepts of designing games as systems with rules and challenges [2], despite their different platforms and resources [3], [4]. Mixing mechanics or mechanisms allows designers and players to make games interactive in practice [5], which is valid to any game type. But one of the most challenging game effects is their emergence dimension [2], in other words, how game designers can predict and understand the process by which players interact with the game system and what is experienced by players. Going deep into game design elements, the importance of the mechanics and mechanisms emerge. They are fundamental to generate an interactive game system, but what are game mechanisms and mechanics? We see these concepts as synonyms in the literature [6], [7], but are they the same? Are they the same for analog and digital games? Is it helpful for game design to consider them as so? Can the analog and digital game design use mechanics and mechanisms concepts in the same way? Can the division of mechanics and mechanisms concepts help to analyze and design analog, digital or hybrid games? This separation of concepts might seem artificial, and splitting game design approaches in analog or digital games might be a pointless exercise. We acknowledge the dangers of these exercises. But, without clear definitions related to each game platform and format, substantial practical differences of designing each type of game can be confused. Games are not all the same, and designing different games may demand specific crafting knowledge and skills. We believe that there are game design particularities that distinguish the design of an analog game from a digital one, such as properties related to players’ agency. In an ideal world, game designers should dominate the digital and analog game design, being able to explore the experiences that each provides. That is not possible due to the immense knowledge and skills it demands. But we can aim to build a foundation from which analog and digital game developers can use as a starting point for their designs [4], [8]. At least, we aim to contribute to the first steps of a future common language and hope that game design teaching acknowledges this. We intend to address the differences of meaning between mechanics and mechanisms. Clearing these concepts should help to design analog and digital games by defining the boundaries, limitations, and potential of each one. We intend to answer the questions previously asked through a critical reflection of the literature, discussing analog and digital game design as a whole. The MDA framework [9], adapted by Zubek [8] and Duarte & Battaiola [10], will inspire the proposed Mechanisms, Mechanics, Dynamics and Experiences (MMDE) approach, which intends to define the differences between mechanics and mechanisms, as their relationships with dynamics and the whole game system. Establishing the differences between mechanics and mechanisms strengthens the concept of mechanisms as the building blocks for game development. The MMDE approach allowed us to understand the mechanisms identified by BGG, providing application examples for future game development. Clearing the definition between mechanics and mechanisms and adopting the proposed MMDE framework should be useful to develop analog games, digital game design that departs from analog prototyping, and hybrid game design. II. MECHANICS AND MECHANISMS A. Seeking the concept of mechanics in the literature The literature of game design is still influenced by the MDA Framework, by Hunicke et al. [9], despite the passing years. Nevertheless, there have been many critics for the absence of other game dimensions, like narratives. These criticisms lead to several improvement proposals to update the MDA framework, keeping its systemic approach to game design [11]–[13]. The MDA simplicity makes it very useful for game design and game analysis. The flow between designer and players is easy to grasp and support game development, with mechanics that provide dynamics able to generate aesthetics (or experiences). The role that this “Fundação para a Ciência e a Tecnologia” (FCT), under the grant PD/BD/146491/2019 and also the research project “FlavourGame – Participate and Change, Playing with textures and flavours” (POCI-01- 0145-FEDER-031024) supported this research.