Game mechanics refer to the rules and systems that define how a game operates and how players interact with the game's environment.
These are separate from control systems which is how your players physically interact or control your game.
For instance, two games can have identical game mechanics but can be controlled in completely different ways. Game mechanics form the foundation of gameplay, dictating everything from movement and actions to goals and rewards.
The fundamental guidelines that govern the game. These can include how players move, what they can and can't do, how they can progress right through to the win and lose states.
This also includes such things as turns allowed in a puzzle, time to complete level or how many lives you may have.
These define what players can do in the game, such as moving, attacking, crafting, solving puzzles, or interacting with the environment.
This is how the game world reacts to your players actions. This will of course depend wildly on the type of game your creating but here’s some examples:
This can also include such things as enemy health, player turns allowed in a puzzle or the time it takes to complete a level.
These are the systems that provide feedback to the player based on their actions, such as earning points, collecting coins or gaining resources. Other examples include losing health or completing levels.
These Mechanics govern whether a game progresses in turns or is turn based gameplay ( like in chess or merge games).
Typically, and especially for casual mobile games, these are in real-time such as arcade, action or racing. Examples could be an Obby game or an Arcade Idle or Tycoon game).
These are what players aim to achieve. These are far reaching but could be completing a mission, defeating an opponent, or solving a problem.
It can also include obstacles or difficulties the players must overcome, such as enemies, puzzles, or resource management.
Defining these is a critical step into keeping your game clear and easy to grasp for your players.
Whilst similar to objectives and challenges, these are usually bigger picture or end game type mechanics.
It’s often a great idea to set Short, Mid and Long term goals in your game.
Back in 2004 three game designers, now industry veterans and highly respected, created a paper to try and essentially break down a framework of finding out what is fun within games.
They split it down into three separate pillars and look at this and explain the relevance here to really cement the purpose of your mechanics.
The first one is mechanics and they essentially bundle everything into the mechanic pillar. Think of this as the code of your game.
Every single thing that goes into the game is classed as a mechanic from this framework.
So I have a different view on why controls should not be included into your mechanics, however for the purpose of this video it’s not super important.
The second pillar which is Dynamics and these are the direct consequences in response to when a mechanic is actioned
Third is the Aesthetics. Now when we think of aesthetics we normally think of what a game looks like. Typically that’s what most people think but it's not to be confused here. This is more to do with the emotional responses that your game is going to deliver on.
So what game mechanics should you choose? Well, the simple answer is, it depends on the game you’re building!
Generally speaking, there’s really no hard and fast rules when it comes to deciding on what your game mechanics are, however it is important that there’s familiarity with your choices and not stray too far leftfield.
If you’re building a jumping or platform game, people would expect a degree of precise jumping mechanics. How precise or lenient you set the jumps as the game designer should depend on the audience and experience you want to deliver.
In the original Tomb Raider games, you had to position Lara almost pixel perfect to land on platforms for the vast majority of the game. It was kinda brutal.
Whereas in most of the 3D Mario titles, the mechanics lend themselves more to fluid movement, speedy exploration and friendly game flow.
Both platformers have very different game flow and feel dictated largely by the game mechanics.Of course there’s room to mix this up throughout, but set the baseline and core feel to ensure it aligns with your vision.
Think about the tone of your game and how you want the player's experience to be.
Selecting the right mechanics is a balancing act of simplicity, depth, and alignment with your game’s vision.
Start by defining the core gameplay experience you’re trying to achieve, then tailor your mechanics to support that experience, ensuring they are fun, challenging, and engaging.
Playtesting and iterating on your design will help you fine-tune your mechanics until they create a satisfying and cohesive gaming experience.
Of course many times things seem great and logical on paper, but it’s only ever possible to really test all this out by building out your mechanics and begin to critically play test your game.
What might have seemed like a fun idea can often feel lacklustre and on the flip side, you’ll often stumble across a mechanic that is super fun and you can pivot more in that direction.
It’s great to be agile and it’s ok to change your mind as you develop your game, in fact 99% of the time this is exactly what will happen. Ideas will spark and change as you gather momentum.
However, it’s important to use this list, or a version that makes sense to your game, just to write down your game mechanics to ensure you’re keeping true to the experience you're trying to create.
By planning in advance and understanding what you're trying to achieve, it enables you to potentially iterate and challenge how you can innovate or improve on your ideas.
Your mechanics should both enable and support your goals and allow you to create a strong and engaging core loop.
We deconstruct the game mechanics in Mafia City and explain the reasons behind the decisions taken.