Today in the United States is voting day. If you’re a US citizen, I encourage you to get out in vote — even though the presidential election is a broken game, as I wrote four years ago. But, before you do, I want to more generally discuss voting as a game mechanic, because it’s a pretty good one, and one that I think should be used in more game.
First I’m going to touch upon the design of three notable voting games, and then I’m going to expand upon that by breaking down the elements of voting design and examining how they could be incorporated into gameplay.
If I didn’t include a game in here, it’s probably because it has the facade of being a voting game, but without an actual voting mechanic. Liberté (2001) is a fine example; it’s theoretically a voting game, but it’s based on a majority control mechanic — because to a certain extent auctions, voting, and majority-control all devolve into the same gameplay. Similarly Die Macher (1986) is obviously a game about elections, but it’s based on complex economic play. Finally, 1960: The Making of a President (2007) is about card play and (once more) majority control. So just remember that the focus here is voting, not politics or the facade of voting. Continue reading