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)
