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How to Design Game Mechanics

Updated

Choice

Types of Choice

  • Inevitable Choice
  • Meaningless Choice
  • Blind Choice
  • Trade-off Choice
  • Dilemma Choice

Designing Good Game Choices

Frequency Distribution

  • Options
  • Creating Dilemmas with Limited Resources
  • Timing of Special Ability Usage
  • Using Spatiotemporal Context to Influence Special Abilities

Rewards and Punishments

Game Rewards

  • Progression-Related Rewards
    • More Resources
    • Items That Enhance Abilities
    • Useful Information
    • Keys to Solving Problems
    • Gaining New Allies
    • Gaining More Lives
  • Character Progression Rewards
    • New Skills
    • Enhanced Functions
  • Score-Related Rewards
  • Collectible Rewards
  • Content-Related Rewards
    • Unlocking More Levels
    • Unlocking Locked Areas
  • Random Rewards

Game Punishments

  • Progression Punishments
  • Achievement Punishments
  • Ability-Related Punishments
  • Time Punishments
  • Resource-Related Punishments
  • Difficulty-Related Punishments

Randomness and Luck

Randomness

  • Delaying Players from Immediately Solving Puzzles or Reaching Goals
  • Reducing Skill Disparities Between Players
  • Increasing Variety
  • Heightening Tension
  • Simulating Real-World Randomness

Introducing Randomness in Games

  • Random Components in Numerical Calculations
  • Hiding Partial Information

Luck

  • Providing Variability in Gameplay
  • Controlling Random Outcomes
  • Methods to Reduce Skill Disparities

Riddles

Good Game Puzzles

  • Similarities Understandable by Players
  • Easy to Operate
  • Practice Makes Perfect

Bad Game Puzzles

  • Placing Solution Clues Right Next to the Puzzle
  • Hidden Puzzle-Solving Rules
  • Repeating the Same Puzzle
  • Presumptuous Difficulty Settings

Game Mechanics Related to Victory Conditions

  • Victory Objectives
  • Avoiding Failure
  • Eliminating or Acquiring
  • Competition
  • Territorial Expansion
  • Victory Points
  • Action Points
  • Catching Up
  • Game Saving
    • Save Slots
    • Checkpoints
    • Auto-Save

Fairness Principles

  • Symmetrical Design
  • Asymmetrical Design
    • Simulating Real Historical Battles
    • Providing Players with Preferred Choices
    • Setting Diverse Victory Conditions
  • Rock-Paper-Scissors Dynamics

Advanced Game Mechanics

Entities

  • Speed and Timing
  • Speed-Related
  • Countdown
  • Timing-Related
  • Precision-Related
  • Precision-Related
  • Dodging
  • Stealing or Eliminating
  • Resources
  • Symbolic Items

Mind

  • Resource Management
  • Moving Pieces
  • Strategy (Planning)

Social

  • Voting
  • Trading
  • Bidding
  • Purchasing
  • Player-to-Player Trading
  • Diplomacy
  • Alliance
  • Influencing Others’ Perceptions

User-Generated Content (UGC)

Game Mechanics Related to UGC

  • Crafting
    • Quality of Materials
    • Quality of Crafting Equipment
    • Craftsman’s Skill
  • Construction
  • Editing

Player Motivation

PNRC Motivation Cycle

  • Player State
  • Player Needs
  • Expected Rewards
  • Expected Challenge
    • M(p)=N(p)*C(p)*R(p)