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Level Up.pdf

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T<br />

LeveI 12<br />

The Nuts and Bolts<br />

of Mechanics<br />

If you find a path with no obstacles, it probably doesn ’ t lead anywhere.<br />

Author unknown<br />

There ’ s nothing worse than an empty level you just walk through 1 , so we<br />

need to start throwing things in the player ’ s way. Good things, bad things,<br />

things that make the player cry with pleasure and weep with sadness. We<br />

need mechanics. Lucky for us, there are four types of these beauties to<br />

work with: mechanics, hazards, props, and puzzles.<br />

Before we dig in, be aware that mechanics is another term that suffers<br />

from MDS: multiple definition syndrome. Board game designers say<br />

mechanics are the gameplay systems used to play a game. These are<br />

things like turns, action points, resource management, bidding, and even<br />

rolling the dice.<br />

Video game mechanics are objects that create gameplay when the player<br />

interacts with them. They can be jumped on, activated with a button press,<br />

or pushed around. Combine them with interesting level layouts and<br />

enemies. Some of the more common video game mechanics include:<br />

• Opening/closing doors • Slippery floors<br />

• Pushable blocks • Conveyor belts<br />

• Switches and levers • Moving platforms.<br />

Platforms are a beloved mechanic of action game designers. They come in<br />

a wide variety of styles and flavors that can be used to bedevil and delight<br />

players. Here ’ s a suitable - for- framing chart that I ’ ve devised to help you<br />

identify platforms in the wild. Be careful, some of them bite!<br />

1 Because WALKING IS NOT GAMEPLAY!!

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