Game Mechanics
Some definitions
“methods invoked by agents, designed for interaction with the game state” (Sicart)
"any part of the rule system of a game that covers one, and only one, possible kind of interaction that takes place during the game, be it general or specific (…) mechanics are regarded as a way to summarize game rules” (Lundgren and Björk)
“"what the players are able to do in the game-world, how they do it, and how that leads to a compelling game experience” (Rouse)
“mechanics are the various actions, behaviours, and control mechanisms afforded to the player within a game context” (Hunicke, Zubek, LeBlanc)
http://www.gamestudies.org/0802/articles/sicart
Tetris Game Mechanics
Rotation system:
Randomizers:
The order/sequence in which the tetromino types spawn.
Scoring Systems:
Where the tetrominoes spawn, in what position they spawn, how they rotate, and their wall kick (their position when you try to rotate on the edge).
The points you get for line clears, including back-to-back lines, combos, T-spins, etc.
Mobility:
The player’s ability to manipulate the tetrominoes, including rotating, dropping, etc.
Gameplay vs Mechanics Gameplay
The player will be given grenades that they can pickup throughout the levels off of a dead corpse and use, but the player cannot hold more than 'x' amount of grenades at one time. These grenades act like a typical grenade, they bounce a little when thrown and you can "cook" the grenade before throwing shortening the explosion time.
https://www.quora.com/How-do-I-define-the-core-mechanics-of-a-game
Mechanics
Grenades will have an ammo counter with a maximum value
Player can pick these up by walking over a corpse
Player can hold grenade in hand while countdown to explosion is active
Grenades bounce off of a surface before exploding.
Common Mechanics categories
Physics
Internal economy
Tactical manoeuvring
Progression
Social Interaction
Physics mechanics
The science of motion and force in the game world
Computing a game element’s position
Computing the direction in game element is moving
Computing whether game element intersects or collides with other elements
Common to use modified version of Newtonian mechanics so that characters can do non-Newtonian things such as change direction while in mid-air.
Internal economy
transactions involving game elements that are collected, consumed, and traded items easily identified as resources: money, energy, ammunition can also include abstractions such as health, popularity, and magical power.
Skill points and other quantified abilities in many role-playing games also qualify
Progression mechanisms
progress of the player controlled by mechanisms that block or unlock access to certain areas
levers
switches
magical objects
keys
Tactical manoeuvring
placement of game units on a map for offensive or defensive advantages.
strategy games and some role-playing and simulation games.
what strategic advantages each type of unit may gain from being in each possible location.
Social interaction.
mechanics that reward giving gifts
inviting new friends to join
participating in social interactions
role-playing games might have rules that govern the play-acting of a character
strategy game might have rules that govern the forming and breaking of alliances between players
Example Mechanics
Avoiding Unkillable Objects - There are objects that the player cannot touch. These are different from normal enemies because they cannot be destroyed or moved.
Instant Death - Something causes the player to instantly die, such as spikes or bottomless pits.
Remember an Increasing Number of Things - Tests the short-term memory of a player. (Example: Simon)
Repeat Pattern - The player must repeat a series of given steps. (Example: Simon, Dance Dance Revolution)
Forced Constant Movement - The player cannot stand still at any point. (Example: Nibbles, Rail Shooters, Asteroids, Winter Bells)
Block Puzzles - The game involves standard sized objects that must be moved around in a specific way. (Example: Tetris, Sokoban, Connect Four, Dr. Mario, Kirby's Avalanche / Puyo Puyo)
Game Keeps Gets Harder Until You Die - Like "Game Repeats Until You Die" except the difficulty level also keeps increasing. (Example: Tetris)
Big Gains for You Can Be Big Gains for Enemy - There is an obvious and easy way to score points, but the more points you take the better position your enemy will be in also. (Example: Othello, Risk)
Block Path - You don't directly fight your enemies but instead tried to block their movements. (Example: Tron, Quoridor, Minotaurus, Abalone, Chess (capturing the king))
https://inventwithpython.com/blog/2012/07/30/need-a-game-idea-a-list-of-game-mechanics-and-a-random-mechanic-mixer/
A movement mechanic
An attack mechanic
Internal economy mechanic
http://deadpixel.co/gamedesign1/week%2012%20-%20read%20by%2011.29/AdvancedGameDesign.Ch1and4-excerpts.pdf
Flow A challenging activity that requires skill Activity provides clear goals and feedback The outcome is uncertain but can be influenced by your actions
Csikszentmihalyi, Mihaly (1990). Flow – The psychology of optimal experience. London: Harper
Effects of Flow
A merging of action and awareness: spontaneous, automatic action/reaction
Concentration on immediate task without mind wandering: focus on here-and-now
Loss of awareness of self, of ego – at one with the situation
Distorted sense of time (game time slows down, real time speeds up)
Experience of the activity becomes an end in itself
Snakes & Ladders
Chess
Poker