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03 DesignElements

Game mechanics are the fundamental rules and systems that define how a game is played and allow players to interact with the game world, solve challenges, and achieve objectives. Challenges refer to obstacles or puzzles players must overcome to progress and finding the right balance between difficulty and enjoyment is important. Design elements are choices made by the game's designer that impact aspects like the number of players, rules of play, and victory conditions.
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0% found this document useful (0 votes)
23 views

03 DesignElements

Game mechanics are the fundamental rules and systems that define how a game is played and allow players to interact with the game world, solve challenges, and achieve objectives. Challenges refer to obstacles or puzzles players must overcome to progress and finding the right balance between difficulty and enjoyment is important. Design elements are choices made by the game's designer that impact aspects like the number of players, rules of play, and victory conditions.
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Game mechanics

• Game mechanics are the rules or systems that define how a game is played.
• Game mechanics are the fundamental actions or behaviors that players can perform in
a game.

• These mechanics create the framework within which players can interact with the
• game world,
• solve challenges,
• and achieve objectives.
Challenges
• Challenges refer to obstacles, puzzles, tasks, or difficulties that players
must overcome or complete to progress in the game.

Challenges: Limitations
• Finding the right balance between difficulty and enjoyment is crucial.
• If challenges are too easy, players may get bored,
• but if they are too difficult, players might become frustrated and
disengaged.
Design Elements:
• Design elements refer to choices made by a game’s designer.
• This includes decisions about the:
• Number of players
• Rules of play
• Victory conditions etc.
Formal elements
• Formal elements are the components of the game that directly
impact the gameplay experience.
• These includes things:
• Like, Strategies
• Payoffs etc.
Player Mode Sketches
• Game may have several player modes ways
• in which player interacts with a game.
• Example: Inventory screen vs. combat screen
Actions
⚫ Verbs that describe what the player can do
⚫ Walk
⚫ Run
⚫ Jump
⚫ Shoot

⚫ Does not need to be attached to an avatar


⚫ Build
⚫ Swap
⚫ Rotate
Design Actions
• Starts with brainstorming the verbs
• Define the types and scope of verbs

Design Goals
• Enough verbs to avoid being too simple
• But not so much to be confusing (verb bloat)
• Primary Actions:
• Primary actions are typically the fundamental and essential actions required to
progress in the game.
• Primary actions are usually associated with the main controls of the game.
• Example:
• jumping and moving
• left or right (might be considered primary actions)
Secondary Actions:
• Secondary actions are additional actions that may not be as critical as primary
actions.
• These actions often provide additional options or strategies for players.
• Example:
• secondary actions could include using
• special skills,
• casting spells,
• or using items.

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