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New Toys
In this article we delve into why it's good for games to reward players with new mechanics.
You can read more of Jon's thoughts on design and project management at his website. You can also find him on Twitter.
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Even this toy was new at one time.
In my very first article I talked about how the need to adapt to limits and, eventually, the ability to break through some of them is the source of fun in many games. Dealing with restrictions provides several enjoyable activities including discovery, achievement, mastery and problem solving. In this article I’ll be looking at one particular application of limits – mechanic unlocks, aka “new toys” – and why a designer should always consider how they might improve a game when used instead of basic modifier bonuses.
You might be wondering what I mean by “mechanic unlocks” and “modifier bonuses.” Okay, fair enough. Let’s kick things off by first establishing (my own personal) definitions for each of these terms.
Unlock
An “unlock” is merely something that can be earned while playing the game. This can be money from a treasure chest, equipment looted from an enemy, mercenaries hired from a tavern, information about the map… pretty much anything, really.
Nearly every game has unlocks of one type or another, and the reason why is fairly obvious – people like getting new stuff. Playing with the same old toy over and over again can get boring quickly. Throw a new one into the mix and you’ll likely find it a lot more exciting, even if that feeling is only temporary.
Mechanic
Okay, unlocks are pretty easy to understand. So what is a mechanic? It’s much harder to establish a clear-cut definition for this one, but here’s what I use:
"The largest possible collection of related in-game actions/decisions."
That’s a pretty broad description, so it might help to also ask “what isn’t a mechanic?” If it doesn’t require action or a decision it’s definitely out. A book is not a mechanic, nor is a sword. However, reading a book, or swinging a sword could very well be mechanics. Simple ones perhaps, but mechanics all the same. Clicking the exit button may be an action, but it’s not an “in-game” one, so it’s out.
Now then, what do I mean by “largest possible collection of related actions/decisions”? Let’s consider a driving game. Turning left is certainly an in-game action, but all by itself it doesn’t qualify as a mechanic. But if you group steering steering left and steering right together, now you’re talking about a mechanic. As with all definitions, there is some grey area within which you can play semantics. Is steering truly a mechanic, or is it just a subset of a more-encompassing driving mechanic? There’s no hard and fast rule we can use to solve this dilemma, but if you’re talking about a game where all you do is drive a vehicle, then I would say that braking and steering aren’t truly “related” when considering the full context. In a game with a much larger scope like Grand Theft Auto, I think you’d have a much better case for calling the experience of driving a vehicle a single mechanic. But we’ve talked enough about definitions, and I think everyone gets the idea.
The best mechanics are ones players find engaging. Someone might really enjoy the driving mechanic in a game because it provides a nice challenge and offers the chance to develop one’s skills in a measurable way. Another game could have a mechanic where players must manually replace individual pieces of armor on dozens of soldiers – this will be engaging for people who enjoy customization or optimization, and probably incredibly boring and tedious for those who don’t. A designer’s goal is to include as many engaging mechanics as possible, without overwhelming the target audience with too many options.
Nintendo's Mario games provide great gameplay using only a few simple mechanics.
Modifier
The last term we’ll define is “modifier.” Simply put, a modifier is a numeric bonus or penalty on the value of something the player already owns or can already do. In the Civilization games, a modifier would look like “+50% research in a city.” Should you obtain this bonus the research system itself remains completely unchanged – the only difference will be that those same decisions you’ve been making from turn 1 will show up more often. Most games have modifiers of some kind, be they damage modifiers on weapons or armor, economic modifiers on resource generation, the number of cards you draw at the start of each turn, etc.