Interesting mechanics in games

video games

Different games have different mechanics, but certain variants will be relevant for a certain genre. For example, shooters are united by a specific set of rules, as are RTS, RPGā€¦ From the list you will get information about popular game mechanics that can be found in most modern developments:

  • Achievements. Actually – these are rewards for certain player actions (points gained, locations opened, victories and more). In multiplayer games these are badges and achivki, in single-player games gamers are rewarded with levels and special equipment.
  • Prescriptive Dynamics. This is a system of regular rewards, the mechanics of which involve the user constantly returning to the app. Say, opening the game once a day, the player can receive small rewards.
  • Avoidance. The mechanics rewards the player’s action, but does not give a punishment as a reward. For example, a character must be in a car at all times, or the system will reset their health points to zero.
  • Behavioral Contrast. This mechanic introduces the player into dissonance due to the mismatch between expectations and reality. For example, if he has been completing a quest for 5000 gold all the time, and on the tenth time the reward is reduced to 500 gold, most likely he will not run the mission again.
  • Behavioral Impulse. The mechanics take into account the tendency of some players to engage in constant monotonous actions. This is mindless grind and farming that is used to accomplish a goal.
  • Appreciative Productivity. If a player receives rewards and approval for his activities, he will spend more time in the virtual world.
  • Cascading theory. Narrative games make extensive use of this mechanic. It states that for proper understanding of the story component of the game, information should be given in a dosed manner, for example, in the format of cut-scenes.
  • Chains of events. Several events are linked together, and at each stage the system gives the player a reward. For example, the task of killing five enemies will already give a profit, but in addition it will start a chain with the elimination of the dragon.
  • Friendly games. A modern multiplatform mechanic that unites users. Development can be available on iPhone, PC and PlayStation at once, and users of all the above gadgets meet in one virtual universe.
  • Circumstances. A simple mechanic that forms a problem to be overcome through variant paths. For example, a horde of brigands appears on the character’s path, which he can kill, negotiate with them or escape.
  • Counting. The mechanic increases the player’s activity due to the limited time to fulfill the conditions. For example, you need to run a race in record time or score points without going beyond the timer.
  • Constraints. This type of rule changes the player’s behavior. For example, if a character is ambushed, decreasing health can make him move.
  • Endless games. The mechanics is clear even by name, it does not have a logical ending. Most often it is used in MMO RPGs, as well as simple casual tittles.
  • Termination. It works harder than behavioral contrast, because it cancels the reward altogether. The player is forced to stop what they are doing and shift their attention to something else.
  • Fixed Intermediate Reward Mode. Mechanics describe a situation in which the user is rewarded for a certain amount of time. For example, every five minutes the base generates resources.
  • Fixed Rewards Mode. A frequently encountered mechanic that provides a reward after performing actions. Defeat the opponent – get the loot, it’s as simple as that.
  • Intermediate Rewards Mode. Reward is given after a certain time (like real estate income in GTA: Vice City).
  • Lottery. Often used in multiplayer games, giving out random rewards (chests, crates and other items).
  • Modifiers. An addition that affects other game actions. For example, a modifier X2 can increase the experience you receive for a certain amount of time.
  • Privacy. The mechanics work with the understanding that there is public information and there is personal data. The best example is a weight management app that can share daily weight, but does not publish geo-position or other health information.
  • Progressive Dynamics. The process of playing the game involves visualizing success and detailing the completion of tasks. This can be path indicators, checklists for completing missions, visual manifestations of the level.
  • Reward ratio modes. The user is rewarded for performing certain actions in a complex. An example would be the task of killing 20 brigands with the delivery of their tokens to the guards.
  • Real time and delayed time. Information can be received in real time or updated with a delay. For example, in drift racing mode, points are usually accumulated before the completion of a slide and added to the total later.
  • Reinforcement. The system provides rewards in the form of character enhancement for a certain action. This can be a new level, weapon enhancement, or an increase in the hero’s parameters for a certain amount of time.
  • Distribution of physical rewards. The mechanics involves rewards that go to the strongest. For this purpose, tournaments, rating tables and multiplayer battles are introduced.
  • Status. Players are incentivized to achieve high status, for example, an increased level or a position in the gamers’ guild.
  • Variable Intermediate Rewards Mode. The game provides rewards at roughly equal intervals. For example, it can be a strong weapon at a certain point in the location.
  • Variable Rewards Mode. The player cannot determine the exact number of actions needed for the reward. For example, you need to kill a certain number of enemies for a new level, but the exact number is not revealed.