Game mode | Wikipedia audio article
Channel: wikipedia tts
Date: 20/12/2018

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Game_mechanics


00:01:33 1 Game mechanics vs. gameplay
00:03:44 2 Game mechanics vs. theme
00:04:32 3 Key game mechanism categories
00:04:53 3.1 Turns
00:07:47 3.2 Action points
00:08:18 3.3 Auction or bidding
00:09:16 3.4 Cards
00:09:57 3.5 Capture/eliminate
00:11:37 3.6 Catch-up
00:12:57 3.7 Dice
00:13:45 3.8 Movement
00:14:46 3.9 Resource management
00:15:31 3.10 Risk and reward
00:16:00 3.11 Role-playing
00:16:35 3.12 Tile-laying
00:17:50 3.13 Worker placement
00:18:53 3.14 Game modes
00:20:47 4 Victory condition mechanics
00:21:01 4.1 Goals
00:21:24 4.1.1 Quest
00:21:49 4.2 Loss avoidance
00:22:12 4.3 Piece elimination
00:22:29 4.4 Puzzle solving
00:22:47 4.5 Races
00:23:02 4.6 Structure building
00:23:35 4.7 Territory control
00:23:59 4.8 Victory points
00:25:17 4.9 Combination conditions
00:25:58 5 See also



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SUMMARY
=======
Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay.  All games use mechanics; however, theories and styles differ as to their ultimate importance to the game.  In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience.
The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and resources determine game balance.  Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade.
Complexity in game mechanics should not be confused with depth or even realism.  Go is perhaps one of the simplest of all games, yet exhibits an extraordinary depth of play.  Most computer or video games feature mechanics that are technically complex (in terms of making a human do all the calculations involved) even in relatively simple designs.
In general, commercial video games have gone from simple designs (such as Space Invaders and Asteroids) to extremely complex ones (such as Gran Turismo 5 and Crysis 2) as processing power has increased.  In contrast, casual games have generally featured a return to simple, puzzle-like designs, though some are getting more complex.  In physical games, differences generally come down to style, and are somewhat determined by intended market.