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Subject: Top Mechanics on the Top 100 Games (Statistics) rss

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Rafael Esberard

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Well,

It got me curious... between all game mechanics, what was the more common statistics to find among to the today top 100 games?

Not that would suggest thats the best mechanics, since we know for sure that mechanic by it self isnt much, but anyway, was a curious research and a nice stats that I do belive that worths to share:



Also here goes numerical:

38 Hand Management
33 Dice Rolling
26 Area Control / Area Influence
24 Variable Player Powers
18 Set Collection
17 Area Movement
17 Card Drafting
16 Auction/Bidding
16 Worker Placement
15 Modular Board
14 Simultaneous Action Selection
14 Tile Placement
12 Variable Phase Order
11 Route/Network Building
10 Action Point Allowance System
9 Campaign / Battle Card Driven
6 Partnerships
5 Co-operative Play
5 Pick-up and Deliver
5 Point to Point Movement
5 Role Playing
5 Simulation
4 Action / Movement Programming
4 Deck / Pool Building
4 Hex-and-Counter
4 Secret Unit Deployment
4 Trading
4 Voting
3 Stock Holding
2 Area Enclosure
2 Grid Movement
2 Press Your Luck
2 Storytelling
1 Area-Impulse
1 Betting/Wagering
1 Commodity Speculation
1 Memory
1 Pattern Building
1 Pattern Recognition
1 Player Elimination
1 Rock-Paper-Scissors

Hope you guys enjoy this..

Ket
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qia gen
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Turn to page 35.
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Great summary, thanks very much!

I'd say that the fact that all of these mechanisms (even memory, despite its lack of popularity among many gamers today) have found their way into at least one game of the top 100 suggests that its not the mechanism, but its integration that's important.
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Wes Jones
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Great research! Is there a list for the top 100 that you used, just want to compare it
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Jessey
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I also purchased this and do not know what to do with it!
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I'm betting on the BGG Top 100:

http://boardgamegeek.com/browse/boardgame
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BorderCon is here ....... Where are you???
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Boy how dice stocks have risen.
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DoctorMike Reddy
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qiagen wrote:
its not the mechanism, but its integration that's important.

I agree with Duncan. Cross-correlation between mechanisms shared in a game might be revealing. As would a comparison between popularity of mechanism and position in the table. For example, if RPS is rare but high it might indicate that one or two games can be allowed to succeed, but more would fail, falling down the list.

tl;dr are we seeing strong mechanisms, valuable hybrids or excellent implementations of some that are hard to pull off?


DoctorMike
P.S. you appear to have misplaced 'Roll and Move. "Surprise!"' Surely an oversight!
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Joe
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Very interesting to look at. Thanks for putting this together.
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James Meyers
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DoctorMikeReddy wrote:
qiagen wrote:
its not the mechanism, but its integration that's important.

I agree with Duncan. Cross-correlation between mechanisms shared in a game might be revealing. As would a comparison between popularity of mechanism and position in the table. For example, if RPS is rare but high it might indicate that one or two games can be allowed to succeed, but more would fail, falling down the list.

tl;dr are we seeing strong mechanisms, valuable hybrids or excellent implementations of some that are hard to pull off?


DoctorMike
P.S. you appear to have misplaced 'Roll and Move. "Surprise!"' Surely an oversight!


Sounds like we need a scatter plot!
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Sturv Tafvherd
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here's a question:

How about looking at the games ranked ... say ... 10001 to 10100?
Would you get a similar list/distribution of mechanics?
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Rafael Esberard

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OHH! Great idea Sturv!!
Here we go...

THE BOTTOM... Rank 8000 to Rank 8100 MECHANICS!


And its numbers:


26 Roll / Spin and Move
16 Dice Rolling
11 Hex-and-Counter
11 Set Collection
6 Auction/Bidding
6 Variable Player Powers
5 Trading
4 Hand Management
4 Modular Board
3 Betting/Wagering
3 Partnerships
3 Point to Point Movement
3 Stock Holding
2 Area Movement
2 Card Drafting
2 Commodity Speculation
2 Co-operative Play
2 Memory
2 Pick-up and Deliver
2 Role Playing
2 Simulation
2 Simultaneous Action Selection
2 Storytelling
2 Tile Placement
2 Voting
1 Acting
1 Action / Dexterity
1 Animals
1 Area Control / Area Influence
1 Campaign / Battle Card Driven
1 Children's Game
1 City Building
1 Pattern Building
1 Pattern Recognition
1 Rock-Paper-Scissors
1 Take That

Thats getting intersting now... One thing I did realize is that has ALOT of those game in the bottom that uses JUST ONE Mechanic, when in the top ones was very rare a game have less them 3 togheter... I do belive thats a intersting thing to add..


Ahh btw, I didnt knew how that GeekGold things works before post this and try to change/pick avatar, realize I need you guys tip me! Any tip is welcome. Sry have to ask.

Ket
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John "Omega" Williams
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One trick ponies rarely fly unless they have a good gimmic to back them.

Mouse Trap is basically roll and move. But its got that marvelous contraption.

Also alot of games rated appallingly low on the BGG are in fact very popular.
 
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Jared
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Ketaros wrote:
Thats getting interesting now... One thing I did realize is that has A LOT of those game in the bottom that uses JUST ONE Mechanic, when in the top ones was very rare a game have less them 3 together. I do believe that's a interesting thing to add...


While this is true in itself, there is also a tendency for people to be over-eager to add mechanics to games, and I believe this tendency is higher for higher ranked games.

For example, I recently got 'worker placement' removed from 3 top 200(?) games that clearly did not have the mechanic. In the Year of the Dragon is NOT a worker placement game :P
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Derek Springer flawlesslyfaulted
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Someone needs to design a game that makes use of every mechanism listed and yet still is an enjoyable game...

I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...
 
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Rob Steward
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dspringer13 wrote:
I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...


Ah, you mean Sid Meier's Civilization: The Board Game.
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Daniel Ach
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DigitalMan wrote:
dspringer13 wrote:
I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...


Ah, you mean Sid Meier's Civilization: The Board Game.

That's exactly what I thought!
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Derek Springer flawlesslyfaulted
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DigitalMan wrote:
dspringer13 wrote:
I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...


Ah, you mean Sid Meier's Civilization: The Board Game.

Actually I was being a little silly and actually meaning to imply that you play a game of rock-paper-scissors with your hands...
not the way civ does it with strengths of unit types...

Still if someone could integrate ALL of the listed mechanics... and still have a viable game that didn't drag too long.... that would be impressive...
 
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Daniel Ach
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dspringer13 wrote:
DigitalMan wrote:
dspringer13 wrote:
I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...


Ah, you mean Sid Meier's Civilization: The Board Game.

Actually I was being a little silly and actually meaning to imply that you play a game of rock-paper-scissors with your hands...
not the way civ does it with strengths of unit types...

Still if someone could integrate ALL of the listed mechanics... and still have a viable game that didn't drag too long.... that would be impressive...

How many of these mechanics does Copycat have?
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Gene Moore
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Roll and Move needs a game in the top 100... just one... to prove it can be done.

Any ideas?
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Thiago Sousa Campos
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danach81 wrote:
dspringer13 wrote:
DigitalMan wrote:
dspringer13 wrote:
I can picture a 4x game where you determine the success of a battle for a territory by rock-paper-scissors...


Ah, you mean Sid Meier's Civilization: The Board Game.

Actually I was being a little silly and actually meaning to imply that you play a game of rock-paper-scissors with your hands...
not the way civ does it with strengths of unit types...

Still if someone could integrate ALL of the listed mechanics... and still have a viable game that didn't drag too long.... that would be impressive...

How many of these mechanics does Copycat have?


Acording to the game apge, only 5:

Auction/Bidding
Deck / Pool Building
Hand Management
Simultaneous Action Selection
Worker Placement
 
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Carl Bussema
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Bit of a stretch to give both "Auction/Bidding" and "Simultaneous Action Selection" to copycat, since those are both referring to selecting 1 card from your hand to bid for turn order (everyone picks in secret and simultaneously reveals). I really wouldn't call that Action Selection at all.
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Benjamin Maggi
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What would the mechanic in Candy Land be considered? You draw a card and move to that colored spot. Is it "roll and move," "hand management," "pattern recognition," "card drafting," "area movement," or something else?
 
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Edwin Nealley
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lwdgames wrote:
Roll and Move needs a game in the top 100... just one... to prove it can be done.

Any ideas? :)


"Talisman Super Limited Deluxe Edition, w hand-Painted Minis"


 
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Gene Moore
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Benjamin Maggi wrote:
What would the mechanic in Candy Land be considered? You draw a card and move to that colored spot. Is it "roll and move," "hand management," "pattern recognition," "card drafting," "area movement," or something else?

I would think it's still Roll and Move, just with a unique implementation.
 
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Eric Jome
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Ketaros wrote:
... the today top 100 games?


Extend the analysis to the top 500. 100 is too small a sample. To be in the top 100 is to be in the 1% of the 1% - a more meaningful analysis would go further.
 
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Eric Jome
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Benjamin Maggi wrote:
What would the mechanic in Candy Land be considered? You draw a card and move to that colored spot. Is it "roll and move," "hand management," "pattern recognition," "card drafting," "area movement," or something else?


Roll and move.
 
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