chapter
Introduction
WithALEX MOSELEY, NICOLA WHITTON
Pages 4

Th e diff erence between a good game and a bad game is almost always down to the core mechanics : the procedures and rules of a game. Th ey describe “the goal of your game, how the players can and cannot try to achieve it, and what happens when they try” (Schell, 2008: 41). Other elements – such as a strong story, attractive design, or sub-mechanics such as chance, confl ict or rewards – can make a good game a great experience, but if the core mechanics aren’t good, no amount of shiny layers will make it enjoyable to play again and again. It is no surprise, therefore, that some of the most re-playable games are board, card or dice games (or digital versions of those games). Th ey stay close to the core mechanics, with little packaging on top, so they have to be good at a core level.