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Game Design Glossary

Started by Blackleaf, December 06, 2006, 03:30:39 PM

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Blackleaf

A selection of terms from BoardGameGeek's Glossary.  These terms are generally very straight-forward compared to other RPG design glossaries.  This is a good thing.

I've found thinking about some of these terms from boardgame design can be helpful when thinking about related types of tabletop game design.  They have a nice definition of RPG as well. ;)

action point allowance system

Players get a set number of points each turn to devote to various actions, at their discretion.

analysis paralysis

n. When overanalysis and mini/maxing increase the downtime in a game beyond a desirable level. (See also overanalyze)

area movement

A mechanism used chiefly for war games, movement traverses irregular areas rather than a grid.

auction game

n. A game that features players bidding on resources as the main mechanism. Also called a bidding game. Examples: Modern Art, Ra

balance

n. The way in which elements of a game are equalized relative to each player. Often balance is established by giving all players similar starting positions and maintained by using mechanisms to hurt the apparent leader or help the likely loser.

beer & pretzels game

n. A game so random that long-term strategies are nearly impossible, and with such a goofy theme that it is played as a humorous diversion rather than a real competition. Frequently these games feature several mechanisms that can interact with each other in surprising ways. Wiz-War is an example of a beer & pretzels game. (See also light)

betting

Risking valuables (usually currency) in the hopes of winning more, based on the terms of the bet. This game mechanism generally increases the air of tension in a game, and is often employed for precisely that reason.

broken

adj. (usually applied to a game) Having problems that result in a disappointing play experience. A game might be considered broken if even poor play can lead to a victory, if it frequently ends in a stalemate, or if one strategy invariably wins. (See also solvable)

chrome

n. A mechanism or mechanisms added to a game to support the theme or make it feel more realistic.

computational

adj. Overtly using mathematics to determine victory conditions. (See also dry)

CRT

n. Abbreviation for Combat Result Table. Common wargame term.

D6

n. Common abbreviation for 'six-sided die'. Similarly D8 refers to 'eight-sided die'. d10, d12, and d20 are also common terms.

dice-fest

n. 1. A game that uses a whole bunch of dice to determine game outcomes. 2. A game that has a very random nature because of die results.

downtime

n. The time that a player spends doing nothing while waiting for other players to complete their turns. (See also player interaction)

DRM

n. Abbreviation for Die Roll Modifier

dry

adj. Overly mechanical or lacking in thematic elements.

end-game

n. The final time period in a game, which will usually determine the victor. Strategies during this period often vary slightly from strategies used during the earlier portion of the game.

family game

n. A game that typically has simple rules, a short playing time, relatively high levels of abstraction and player interaction, and requires three or more players. A large percentage of these games originate in Germany. (See also German games)

fiddly

adj. Requiring lots of turn-by-turn maintenance which tends to bog down the ebb and flow of the game.

Game System

n. A set of components and/or rules that are intended to be used to create games. Game systems are listed under Games by equipment.

gamers' game

n. The phrase "gamers' game" refers to games which are heavier, more mathematical, or otherwise less accessible (longer, more fiddly, more rules) than standard games. This designation has gained use with the rise of Euro Games as a way to differentiate heavier, longer titles from the normally family friendly, lighter games of that school. While the qualifications for this designation are contentious, a few relatively safe examples are: Die Macher, Roads and Boats, 1830, Republic of Rome, The and Dune.

n. 'gamer's game' is any game that demonstrates an elongated learning and experience curve, requiring multiple plays for the acquisition of strategic and/or tactical efficiency.

gamey

adj. (usually applied to a mechanism) Seeming contrived and unrelated to the theme. Often mechanisms described this way have been added to preserve the game's balance. (See also dry)

German game

n. A game from Germany. Such games typically have relatively simple rules, short playing times, fairly high levels of abstraction and player interaction, and attractive physical components. Games not from Germany that otherwise meet the criteria are occasionally included in this group, but are more frequently described as 'German-like' (See also family games)

going nuclear

v. Deciding to disregard one's personal standing in the game and simply destroy or harm other players' chances of winning. Generally, this is done in response to another player's actions. (See also metagame)

group think

n. The general approach adopted by most of the players in a game, which to some degree determines how other players will need to play in order to succeed.

heavy

adj. Having very complex rules and/or complex strategies that require deep thought, careful planning, and long playing times.

kingmaker

n. A player, himself in a losing position, that has the power to decide who will win a given game.

light

adj. Having very simple rules and strategies that do not require deep thought. Also can be used to describe a game with an extremely short playing time. (See also filler, opener, closer, and beer & pretzels game)

luck

n. A result of randomness giving one or more players an advantage within a game. (See also random)

metagame

v. To use reasons not strictly related to the game at hand to change one's playing style and attitude towards other players. Choosing to attack player A instead of player B simply because player A owes you money is an extreme example of metagaming.

mini/max

v. The process of analyzing a particular turn with an emphasis on getting the best ratio of personal resources expended to realized gains.

negotiation game

n. A game in which players make deals and trade resources or favors as the main mechanism. Diplomacy is perhaps the best example of this type of game. Negotiation is one of the game categories used at BoardGameGeek.com.

overanalyze

v. To use an exorbitant amount of time to find an optimal move, especially when the resulting move is virtually equal to all other choices. (See also downtime)

party game

n. A game that is designed for large groups of people and emphasizes social interaction, creativity, and/or volubility. Examples: Taboo, Charades

pasted on (theme)

adj. A term given to a game by people who think that the links between the game's theme and mechanism is weak. Or in other words, the designer created the game's mechanism first and abstractly, and applied the theme afterwards.

perfect information game

n. A class of game in which players move alternately and each player is completely informed of previous moves, which implies there is no hidden information within the game. This class of game is frequently restricted to having no random elements during play - such as the roll of dice - but random elements are allowed during game setup. Examples: Chess, Through the Desert

player interaction

n. The degree and frequency with which players can affect each other during a game. High player interaction can reduce a game's downtime.

processional

adj. Describes a game that tends to be very cyclical and/or monotonous. A processional game will often have little player interaction and high downtime.

race game

n. A game that features players vying to be the first to complete a given course of travel as the main mechanism. Examples: Formula Dé, Candyland

random

n. –ness adj. When events or players' actions in a game are very unpredictable. Often players will have little, if any, control over the elements that control their performance in the game. (See also luck)

re-creation

n. A game that takes simulation to a new level by trying to duplicate original historical conditions in detail.

replay value

n. A game's capacity to remain entertaining after several playings.

rock-paper-scissors

Rock-Paper-Scissors is a game mechanism. Based on the simple children's game of the same name, players attempt to out wit opponents by correctly guessing and countering others' moves. Also, Rock-Paper-Scissors requires that some moves are 'better' than others.

Roll-and-Move

Roll-and-move is a term used to indicate a gameplay mechanism that drives the game by having the player roll a die, then mandatorily move according to the results of the die. Often the term roll-and-move is used in a defamatory or condescending tone, implying that a randomizer replaces tactical movement, and that the game involves relatively mindless play.

RPG

n. Abbreviation for Role-Playing Game, in which a gamemaster creates a progressive storyline and other players control the characters within the story. Example: Dungeons & Dragons See also LARP.

secret unit deployment

Secret unit deployment is a game mechanism. Player's on-board resources are not implicitly known by all players, all the time.

set-up

n. The first time period in a game, during which players ready all the components that will be needed for playing.

simulation

n. A game that puts major emphasis on accurately depicting historical reality. (See also wargame and re-creation)

solvable

adj. (applied to a game) Inevitably winnable when a particular strategy is employed. Connect Four is an example of a solved game. (See also broken)

strategy

n. 1. The plan that a player uses in a game. adj –ic. 2. Requiring gaming decisions based on long-range goals. 3. In a wargaming sense, using a high level of abstraction to depict conflict.

tactics

n. 1. Decisions that are based primarily on current situations and short-term goals. adj –ical. 2. In a wargaming sense, using a low level of abstraction to simulate conflict. For example, using counters to depict individual soldiers or squads instead of platoons or battalions.

TEC

n. Abbreviation for Terrain Effect Chart. Featured in most wargames.

theme

n. 1. The topic or subject matter of a game. adj –atic. 2. Having rules and mechanics based on assumptions regarding the subject matter of the game. Often considered the opposite of abstract.

tile-laying game

n. A game that features the placement of components onto a playing surface (rather than moving components along the playing surface) as the main mechanism. Examples: Carcassonne, Samurai

trick-taking game

n. A card game that features players each sequentially placing a card down to make a trick, which is then awarded to one of the players. Bridge, Spades, or Hearts are examples of this type of card game. For more information, see Trick taking

under-developed

adj. Having one or more mechanisms that are either too similar or insufficiently inter-connected, leaving a game that feels like the design was not completed.

wargame

n. A game in which players put military units in direct conflict with each other. The goal of these games is typically either annihilation of opponents or the attainment of certain strategic conditions. These types of games will often have high thematic content and a varying degree abstraction. (See also miniatures game). Wargames are subdivided into three general genres, depending on the scale of the game: strategy, Operational and Tactic. (See also simulation)

zero-sum

adj. Having an 'everything good for me is bad for you' quality. This is generally found in two-player games, and is reduced as the number of players increases.

Abyssal Maw

Jiminy Cricket, it's like.. (sniff) yes.. I totally smell a breath of fresh air! Is that.. what did we used to call that again?  Sunlight?
Download Secret Santicore! (10MB). I painted the cover :)