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Some definitions
http://www.gamestudies.org/0802/articles/sicart
Tetris Game Mechanics
Rotation system:
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).
Randomizers:
The order/sequence in which the tetromino
types spawn.
Scoring Systems:
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 Mechanics
The player will be given grenades Grenades will have an ammo
that they can pickup throughout counter with a maximum value
the levels off of a dead corpse
Player can pick these up by
and use, but the player cannot
walking over a corpse
hold more than 'x' amount of
grenades at one time. These Player can hold grenade in hand
grenades act like a typical while countdown to explosion is
grenade, they bounce a little active
when thrown and you can "cook" Grenades bounce off of a surface
the grenade before throwing before exploding.
shortening the explosion time.
https://www.quora.com/How-do-I-define-the-core-mechanics-of-a-game
Common Mechanics categories
Internal
Physics Progression
economy
Tactical Social
manoeuvring 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
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