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Actions are the core tools a player has to influence the game. Camera control, avatar movement, jumping, all these can make up the actions of your game. The core loop of any game is to have a goal, do an action to try to progress, and process the resulting feedback into more actions.
Focusing Questions
What actions are players allowed to do? What can they explicitly not do?
What actions do players wish they could do that they cannot? Why?
In Yahtzee, there are a small number of actions that form the core gameplay loop.
Roll the dice (up to 3 times per turn)
Save 0 - 5 dice, reroll the rest
Trade in a set of dice for points (full house, straight, etc)
Considerations
A game without actions is like a sentence without verbs - nothing happens. Deciding the actions in your game will be the most fundamental decision you can make as a game designer. Tiny changes to these actions will have tremendous ripple effects with the possibility of either creating marvelous emergent gameplay or making a game that is predictable and tedious. Choose your actions carefully, and learn to listen to your game and your players to learn what is made possible by your choices. - Jesse Schell, The Art of Game Design