All 168 mechanics
Every mechanic in the ontology, grouped into 15 families. Each has one credited origin game and a traceable chain of ancestors reaching back to 1962.
Space & Locomotion
Twenty-three ideas about where the player is permitted to be, running from a single frame of Pong to a planet you can descend to without a loading screen.
Camera & Input
Where the eye sits and how intent reaches the character — the two problems the medium solved late, solved badly, and has never stopped revising.
Combat & Conflict
Grammar for hitting, blocking, aiming, and dying: sixteen mechanics arguing about what one exchange should cost the player, in time, resources, and nerve.
Physics & Simulation
Ten mechanics from the moment a world stops being scripted and starts obeying rules, with all the emergence and all the breakage that implies.
Progression & Persistence
What a game remembers about you between deaths and sessions, from three initials in Asteroids to a battle pass that expires on a schedule.
Procedural Generation
Content authored by algorithm rather than by hand: five mechanics that establish scale can be computed rather than stored, and that stories can be outputs.
World Systems
Time, weather, ecology, and characters who keep their own schedules — the systems that make a world seem to exist when the player is not looking.
Stealth & Perception
Enemies that can fail to notice you, and the systems that model failure to notice — seven mechanics that made AI ignorance into a design surface.
Narrative
How fiction is delivered and how much of it the player authors, from Pac-Man's wordless interludes to a story whose subject is your own compliance.
Interface & Meta
Maps, markers, journals, and difficulty menus — ten mechanics negotiating how much a game should tell you before play stops being yours.
Multiplayer & Social
Other humans, from two people at one cabinet in 1972 to a hundred strangers matched by rating and a ping system that replaces speech.
Strategy & Tactics
Commanding many things at once, in turns or in real time — five mechanics about whether difficulty should live in the decision or in the execution.
Rhythm & Audio
Sound as a mechanic rather than a garnish: five entries on music that reacts to the player and players who must react to music.
Creation & Modding
Handing the authoring tools to the player: five mechanics that turn an audience into a labour force, a talent pipeline, and eventually a marketplace.
Economy & Business Model
How a game asks to be paid and what that request does to its design, from the quarter slot to a calendar of expiring content.