Three Approaches to Online Drawing Games
The drawing game genre has three dominant architectures:
- Turn-based guessing (Skribbl, Drawasaurus)
- Telephone chain (Gartic Phone)
- Simultaneous competition (Artbitrator)
Each solves the "multiplayer drawing" problem differently. Here's a technical comparison.
Skribbl Architecture: Turn-Based Simplicity
Skribbl's approach is straightforward:
- One player draws
- Others type guesses
- Server validates guesses against the secret word
- Points awarded, next player's turn
[Drawer] --> Canvas Data --> [Server] --> [Viewers]
[Viewers] --> Guesses --> [Server] --> Validate --> Points
Advantages:
- Simple server logic
- Low bandwidth (only one canvas to sync)
- Easy to scale
Disadvantages:
- Players wait during others' turns
- No simultaneous interaction
- Engagement drops during waiting periods
Gartic Phone Architecture: Async Chain
Gartic Phone uses asynchronous rounds:
- Everyone writes a prompt
- Everyone draws someone else's prompt
- Everyone guesses someone else's drawing
- Chain revealed at the end
Round 1: [All Players] --> Write Prompts --> [Server stores]
Round 2: [All Players] --> Draw (assigned prompt) --> [Server stores]
Round 3: [All Players] --> Guess (assigned drawing) --> [Server stores]
Reveal: [Server] --> Compile chains --> [All Players]
Advantages:
- Everyone active simultaneously
- No waiting between turns
- Hilarious results from miscommunication chains
Disadvantages:
- Complex state management
- Long total game time
- No real-time interaction between players
Artbitrator Architecture: Real-Time Competition
Artbitrator takes a different approach:
- All players draw the same prompt simultaneously
- AI evaluates all canvases in real-time
- First correct AI guess wins
[All Players] --> Canvas Data --> [Server] --> Broadcast to all
|
v
[AI Evaluation]
|
v
[Commentary + Winner Detection]
Advantages:
- Constant engagement (always drawing or watching)
- Real-time feedback from AI
- Competitive tension throughout
Disadvantages:
- Higher server load (multiple canvases + AI)
- More complex synchronization
- AI accuracy affects gameplay fairness
Bandwidth Comparison
For a 12-player game:
| Game | Data per second | Notes |
|---|---|---|
| Skribbl | ~5 KB | One canvas, text guesses |
| Gartic Phone | ~2 KB | Async, no real-time sync |
| Artbitrator | ~60 KB | 12 canvases, real-time sync |
Artbitrator's bandwidth is higher but manageable with stroke batching and delta compression.
Server Complexity
| Game | State to Track | Real-time Requirements |
|---|---|---|
| Skribbl | Current drawer, word, scores | Low |
| Gartic Phone | All prompts, drawings, guesses | None (async) |
| Artbitrator | All canvases, AI state, timing | High |
Which Architecture Wins?
It depends on the experience you want:
- Casual party game: Gartic Phone's telephone mechanic creates laughs
- Classic Pictionary feel: Skribbl's turn-based format is familiar
- Competitive drawing: Artbitrator's simultaneous format adds tension
Play and Compare
Try each approach yourself:
- Skribbl: skribbl.io
- Gartic Phone: garticphone.com
- Artbitrator: artbitrator.com
For a detailed feature comparison, see our complete guide to drawing games in 2026.
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