Beginner's Guide To Game Mechanics
Beginner's Guide To Game Mechanics
Mechanics
Beginner’s Guide to Game Mechanics
If you want to know the more detailed mechanics of a game, you need
to know the gamer terminology. Let’s look at some of the most
prevalent examples that you simply need to know if you want to
immerse yourself in gamer culture, (and who doesn’t?). Here’s our
video game terminology list:
ESRB stands for the Entertainment Software Rating Board, the panel
of people who determine what rating a game receives. They are the
people that look at gameplay, character actions, blood, profanity, and
a countless amount of other game content to determine if a game is
rated
Genres
Platformers
Puzzle
Simulation
Party Games: These games, like Mario Party, have multiple players
face off against one another. They are designed for people to literally
play at parties in multiplayer form.
In-Game Terms
Campaign
Checkpoint
Co-Op
Cutscene
Difficulty
Game Over
Usually when the player runs out of lives, runs out of time, or
generally doesn’t meet the winning conditions, they experience a
game over. This essentially stops gameplay and has the player
restart from an earlier save or checkpoint.
Hit Points
Hit points are what represents a player’s life bar, or how much
damage they can take before getting a game over.
Mana/Magic
Along with hit points, this represents how much magical power a
character has. These are usually found in RPGs.
Map/Level
NPC
Sidequest
XP
Chat Terms
Tryhard
This term is applied to someone who is trying too hard or taking
a game way too seriously.
Miscellaneous Terms
Camping
Kick
Ragequit or RQ
Noob
Turns are found in games like Final Fantasy VII, Civilization VI, XCOM
2, and Age of Wonders: Planetfall.
Action Points
Auction or Bidding
Capture/Eliminate
Catch-up
Dice
Dice are the playing pieces that the players roll to determine how
many moves a player will make, how many action points someone
has, or if a hit on an enemy hits or misses.
Movement
Resource Management
Risk and reward isn’t just a gaming mechanic. Risk and reward have
the player make essential decisions in situations. For example, a
player could get a ton of valuable resources if they roll a certain
number on the dice.
Role-Playing
Tile-Laying
Worker Placement
Game Modes
As you saw from the Tetris example, it’s never really one mechanic
that makes a game. Rather, it’s a combination of different game
mechanics that determine how the player interacts, the level of
complexity, and even how easy or difficult the game is.
Game designers are responsible for making sure the different game
mechanics work together to provide a satisfying experience that feels
balanced.
The former is more complex, has a steeper learning curve, and has
more depth not because it has 3D visuals, an open world, and
countless enemies, animations, and more.
These are what make games run like a dream. They help you out,
make the game more fun, and make you marvel at their presence.
Iron Sights
Iron Sights, or otherwise known as ‘aiming down the sights,’ gives the
player more control in a first-person shooter. It simulates the look and
feels of actually aiming, immersing the player and giving them an edge
over the enemy.
You can find this mechanic in games like Call of Duty, Fallout 4, and
even Metal Gear Solid 2: Sons of Liberty.
Fog of War
The fog of war refers to the literal and figurative fog covering a game
map, shielding the actions of the opposing players or A.I. The fog of
war is mostly found in games like Age of Empires, StarCraft, and other
real-time strategy titles.
While playing a tough game like Sekiro: Shadows Die Twice, you
could be facing off against a powerful foe, nearly beat them, only to be
defeated by a lapse in judgment and a quick, misjudged sidestep.
That’s right; some games allow you to have a second chance when
defeating certain foes and bosses. This throws you right back into the
action and makes you learn from mistakes.
Unskippable Cutscenes
When a game is story-driven, you could find yourself watching a lot of
cutscenes. While that’s all well and good, sometimes you want to get
the show on the road, or maybe there’s a lengthy cutscene before a
difficult boss that you keep having to repeat.
Not being able to skip cutscenes is torture, especially for games with
overly long cutscenes.
These are when a button prompt appears on the screen and has the
player react quickly or else they face a penalty, whether that be
damage or death. Games like Resident Evil 4 completely flooded the
player with QTEs.
Morality Choices
However, like QTEs, they have worn out their welcome. While they
seemed revolutionary and immersive, they quickly were exposed as
little more than window dressing that at best could net you a different
game ending.
The one thing every game designer wants to avoid is having a list of
great ideas on paper that don’t transition well in their video game.
When an experienced designer receives overwhelming feedback
about their game being too repetitive, they’ll often look back and see
what other game mechanics they can add to make the game more
interesting.
If players say your game is boring or gets old quickly, it might be time
to spice up existing game mechanics with better rewards and effects,
or by giving them more depth.
If you’re an aspiring game designer, one of the best exercises you can
do is take any game and try to break it down into main game
mechanics. It might be better to start with simple classic or mobile
games and then work your way up to something more complex.