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.