Contents
Gameplay Design Fundamentals: Gameplay Progression
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [50]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk - A Postmortem [3]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Gameplay Design Fundamentals: Gameplay Progression
by Mike Lopez
0 comments
Share RSS
 
 
November 28, 2006 Article Start Previous Page 2 of 5 Next
 

Game Mechanics


Game mechanics are an extremely important segment of gameplay because they directly affect the control complexity and in turn the learning curve. For a simple game with limited mechanics (say an arcade racer with only steer, throttle and brake) a designer need not layer in the mechanics. But, for a more complex game (Halo, Splinter Cell, Zelda, Ratchet & Clank), mechanics progression is essential so as not to overwhelm the player with the complexity of the controls.


The 2 main styles of mechanics progression that can be used in games with even a moderate level of mechanics complexity are what I call Gated Access and Directed Gameplay:

Advertisement
  1. Gated Access make some mechanics unavailable initially until a later point in the game (via inventory, disabled controls that later get enabled, or progressively adding in new moves, etc.).
  2. Directed Gameplay – make all mechanics available up front but direct the gameplay (missions or levels) to utilize mechanics progressively (so the first levels only require the basics and each level or stage layers on something new).

Some games use one or the other and some use both (Halo for instance requires more skill with the mechanics later on and opens new weapons and vehicles to be acquired / used).

Weapons or any inventoried mechanics are an obvious segment to reveal progressively via Gated Access. The best combat games actually reveal a new weapon sooner than they make that weapon consistently available to the player (for example an enemy may have a new weapon, and you can kill them to get it, but only with a limited supply of ammo up front). Deeper driving games should manage the progression of mechanics by directing the gameplay to control when more complex mechanics must be used and at what frequency (see Fig 1).

Platform games like Ratchet & Clank or adventure games like Zelda have entirely separate levels dedicated to new mechanics and these top-quality games take a lot of care to reveal these mechanics progressively, and they feature them even more by making all content on those levels support the new mechanics (for example this leaf-wielding flight and fan level in Zelda: The Wind Waker). Most great RTS games (Command & Conquer, etc.) control the progression during the single player campaign by initially limiting the tech level drastically at the beginning so that you learn the basics before more buildings and units are revealed at later levels. Many great action games also reveal new attack moves, or abilities as the game progresses.


The thing to remember is that most any game in any genre (maybe other than team sports) can and should have their mechanics structured as part of the gameplay progression in order to deliver a great experience for the player (easy to grasp, keeping the user wanting more, and rewarding continuation with new abilities and/or new challenges).

 
Article Start Previous Page 2 of 5 Next
 
Comments

none
 
Comment:
 


Submit Comment