← all reports

mechanics_research_brief

-

generated_by: scripts/analyze.py (track C) snapshot_date: 2026-04-30 filter: playtime ≤ 60min, weight ≤ 3.0, users_rated ≥ 1000, no social mechanisms min_games_per_mechanic: 3 plan: docs/plans/v4-archetype-fit-pipeline.md

This brief accompanies mechanics_research_dataset_v1.csv — a mechanic-grain summary of the v4-wide LLM extraction over the BGG translation-eligible corpus. Archetype-blind: every signal here is a property of the mechanic itself (how strongly it produces each MDA aesthetic, what session length its core loop tolerates, how procgen-friendly its content is), not yet biased toward any specific iOS game form factor.

Methodology

  • Corpus: 5988 game-mechanic rows aggregated to 152 mechanics (mean 39.4 games/mechanic; mechanics with fewer than 3 eligible games dropped).
  • Eligibility filter: ≤60min playtime, ≤3.0 weight, ≥1k BGG ratings, no social mechanisms (Hidden Roles, Voting, Negotiation, Trading, Bluffing, Acting). Preserves the existing translation-fit eligibility floor used since v2.
  • Per-game extraction: Sonnet 4.6 against prompts/extraction_v4_wide.md, schema in game_llm_features_v4. 100% schema compliance held across all 1501 rows. See docs/llm_throughput_reference.md for cost.
  • Mechanic aggregation: per-game scores averaged within each BGG mechanic. top_mech_interaction_primitives ranks the controlled-vocab primitives that co-occur with each mechanic. top_5_exemplar_games are the games scoring highest on discovery_score (composite of rank-trajectory delta + recency-hit density + translation-difficulty residual) within the mechanic.
  • Discovery score (archetype-blind): signed log of (rank_2019 / rank_now) plus recency density of post-2020 top-1000 hits plus the residual of translation-difficulty after weight-controlled regression. High = under-translated mechanic with rising recent attention.

Headline findings

Top 10 mechanics by mean discovery score

RankMechanicnDiscoverySession minExtensibilityTop exemplar
1Force Commitment4+1.73201.25Hanamikoji
2Worker Placement, Different Worker Types6+1.32181.50Victorian Masterminds
3Increase Value of Unchosen Resources12+1.24141.58Age of Civilization
4Tech Trees / Tech Tracks7+1.23192.00Age of Civilization
5Resource to Move7+1.17151.43The Quest for El Dorado
6Take That4+1.12162.00Tyrants of the Underdark
7Card Play Conflict Resolution17+1.10121.59Air, Land, & Sea
8Delayed Purchase14+1.06142.21War Chest
9Chaining10+1.02141.50Blue Lagoon
10Multi-Use Cards27+0.91141.96Fantastic Factories

Bottom 5 (mechanics with the most negative discovery score)

MechanicnDiscoveryReading
Pattern Movement3-0.65falling rank-trajectory or low recency density
Critical Hits and Failures3-0.45falling rank-trajectory or low recency density
Movement Template3-0.37falling rank-trajectory or low recency density
Stacking and Balancing22-0.33falling rank-trajectory or low recency density
Stat Check Resolution6-0.32falling rank-trajectory or low recency density

How to use this dataset

  • Designers: use mean_mda_aesthetic_vector to find mechanics that produce a specific aesthetic (e.g., high Discovery + high Challenge for roguelike-feel) and top_5_exemplar_games to ground each mechanic in concrete play.
  • Researchers: cite the corpus filter and provenance_run_id from each row. Re-running this analysis against a future BGG snapshot lets you measure mechanic drift over time.
  • iOS-fit overlay (Workstream 2 of the v4 plan): joins this dataset with game_llm_archetype_fit_v4 to produce per-archetype rankings. The W2 overlay is internal; this W1 dataset is the publishable layer.

Provenance

  • BGG SQLite snapshot: 2026-04-30
  • v4-wide extraction runs surveyed: 1 distinct run IDs
  • Vocab version range: see vocab_version column on game_llm_features_v4
  • Plan: docs/plans/v4-archetype-fit-pipeline.md