Skip to Content
Level Up!: The Guide to Great Video Game Design
book

Level Up!: The Guide to Great Video Game Design

by Scott Rogers
September 2010
Beginner
514 pages
12h 32m
English
Wiley
Content preview from Level Up!: The Guide to Great Video Game Design

Chapter 12. THE NUTS AND BOLTS OF MECHANICS

If you find a path with no obstacles, it probably doesn't lead anywhere.

Author unknown

There's nothing worse than an empty level you just walk through[146], so we need to start throwing things in the player's way. Good things, bad things, things that make the player cry with pleasure and weep with sadness. We need mechanics. Lucky for us, there are four types of these beauties to work with: mechanics, hazards, props, and puzzles.

Before we dig in, be aware that mechanics is another term that suffers from MDS: multiple definition syndrome. Board game designers say mechanics are the gameplay systems used to play a game. These are things like turns, action points, resource management, bidding, and even rolling the dice.

Video game mechanics are objects that create gameplay when the player interacts with them. They can be jumped on, activated with a button press, or pushed around. Combine them with interesting level layouts and enemies. Some of the more common video game mechanics include:

  • Opening/closing doors

  • Pushable blocks

  • Switches and levers

  • Slippery floors

  • Conveyor belts

  • Moving platforms.

Platforms are a beloved mechanic of action game designers. They come in a wide variety of styles and flavors that can be used to bedevil and delight players. Here's a suitable-for-framing chart that I've devised to help you identify platforms in the wild. Be careful, some of them bite!

You would think that something like doors would be easy to design; after all, ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Level Up! The Guide to Great Video Game Design, 2nd Edition

Level Up! The Guide to Great Video Game Design, 2nd Edition

Scott Rogers
Game Mechanics: Advanced Game Design

Game Mechanics: Advanced Game Design

Ernest Adams, Joris Dormans
Advanced Game Design

Advanced Game Design

Michael Sellers

Publisher Resources

ISBN: 9780470688670Purchase book