Mechanics &
Features

Paradigms imply the rules of a game but the mechanics define
them. In a way, mechanics are the toy within the game. Momentum is a
mechanic, so is matching three blocks to remove a set, reloading a gun,
building a barracks out of wood and iron, or anything else you can do in a
game. If the user can change or affect something, it is a mechanic.
Mechanics are specific and technical and the details
generally constitute 'too much information' for anyone other than programmers
and designers. For everyone else there are features which are just
lumped-together groups of mechanics that gloss over the specifics.
An experienced designer is thinking about mechanics from the
moment the game concept comes crashing onto the scene. If someone says,
"Hey, let's make a game where you're God!" and everyone agrees that's
a great concept, the designers had sure better be working to define manageable
mechanics before everyone shakes hands and starts work.
A common, unspoken, belief in mobile game development goes
like this: The more features and mechanics in your game, the better it will be;
this is because, the more things there are for the player to do, the greater
the value of the game.
The above statement would be completely true if making games
was not a process limited by time, money and user attention. The most important
thing a designer can do is decide which features add up to a compelling whole
and which features are expendable.
Being a designer is like being a director because, at the
end of the day; ideas are cheap, artistic vision is not. Programmers can
view the design as pure mechanics, producers as pure features, but the designer
must see more.
Beyond the functionality and the features, it is the
designer's job to use experience and vision to pare down the proposed design
into something which is aesthetically pleasing, poses meaningful user
decisions, adheres to an intuitive interface, and creates a cohesive, balanced
experience of tension and release.
Interface

The final layer of game design is interface. Interface
is the physical means, and audio-visual cues, through which the player
interacts with the game mechanics.
Traditionally, interface is about buttons, but it might also
include an analog stick or two, mouse, microphone, accelerometer, plastic
guitar, or futuristic motion-sensing glove.
At its simplest, interface design
is just matching inputs to the mechanics, but the task quickly becomes a
balancing act: don't overwhelm the user with too many new inputs, avoid
difficult input combinations or prohibitively precise timing, and stick to a
consistent, easy-to-remember theme.
With mobile phones, interface is a significant challenge;
phones aren't built as gaming devices. While designing Guitar Hero
World Tour for mobile, I quickly confirmed that adding just one more button
for a kick-drum created gameplay significantly more difficult than the three
buttons the player experienced on guitar. Players often had to change
their entire method of holding the phone to accommodate the added input.
To simplify the addition, we allowed the entire bottom row
of number buttons (7,8,9) to be valid kick-drum inputs and then went further
and filtered the note-data so that no multi-note chords would occur on drum
tracks.
In the end, this additional simplification actually helped
create unique gameplay between the guitar and drums modes: the challenge of
guitar was in managing increasingly complex chord transitions and the challenge
of drums was in the fast succession of single notes over a wider range of
inputs.
As much as we may wish it wasn't true, interface exerts an
upward influence on the mechanics; a design only works if the user intuitively
understands how to interact with it, so accommodations must be made for the
sake of the interface. Entire books have been written on interface design and
usually the conclusion is the same: the goal of the interface is to make the
interface as transparent as possible.
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