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Anatomy of a Game Mechanic
 
 
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  Anatomy of a Game Mechanic
by Tyler Sigman [Game Design]
10 comments Share on Twitter Share on Facebook RSS
 
 
July 29, 2009 Article Start Page 1 of 4 Next
 

[Game design veteran Sigman presents a detailed look at how game mechanics can be represented visually -- and what we can learn about how to make great video games thanks to such alluring graphs.]

Whether discussing game features amongst the design team or communicating them to programmers, lack of proper terminology can obfuscate messages. (Just like how using the word "obfuscate" can obfuscate messages.)


Coders have technical backgrounds and most went through rigorous college-level math classes. As a result, if a designer is trying to explain a desired mechanic but using the wrong terms, the message content can be lost.

The foundations of math provide a convenient basis for understanding most game mechanics, so it generally makes sense to describe game mechanics in established mathematical nomenclature.

The first part of this article is a short primer on visual representation of game mechanics and some proper terms to describe those representations. The second half discusses a few selected game mechanics in more detail for illustrative purposes.

Visual Value in a Graph

A picture's worth a thousand words.

No, seriously. I was trying to think of a wittier, more concise way to explain the value of talking about game mechanics visually, but societal wisdom beat me there.

The hitch about using visuals is that you still need a way to describe them. So you kinda still need those thousand words after all. So let's dive in with some foundation items, and then we'll get to the fun stuff.

Term: Function

Mathematically, a game mechanic is usually just a function. A function is a mathematical "black box". Given a certain input, the black box (game mechanic) creates an output.


Game Mechanics are Functions (Black Boxes)

Graphically, a function is represented by a line or curve in an X-Y plot:


A Function

Term: Domain


Function Domain

A game mechanic's domain is the range of values over which the mechanic is active. Graphically, this is represented by the X-axis ("abscissa").

Take an example game mechanic: "shooting accuracy as a function of RIFLE skill." The domain is the RIFLE skill range -- say 1-10 or 1-100 or whatever your game system is.

Another example is the mechanic "acceleration as a function of transmission gear." In this case, the domain is the range of gears in the vehicle -- say 1 through 5.

Term: Slope


Slope

Slope refers to the angle of the line or curve of a graphed mechanic. Technically, slope is described as "rise over run", which is just the change in Y value for a given change in X value. Negative slope means downward trending; positive slope is upward trending.

Conceptually, a high slope means a fast-changing mechanic, whereas a low slope is a slowly-changing mechanic.


High and Low Slope

Whether the mechanic is linear or non-linear (see later), you can always still define a local slope. In the case of a linear mechanic, the slope is constant; for non-linear mechanics, the slope changes all over the place.

 
Article Start Page 1 of 4 Next
 
Comments

Alexander Bruce
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I was going to question this article when I started reading, because the first thing that came to mind was "How do you draw a graph that demonstrates *player enters portal over here... player exits portal over here!*". But that's fine. This article is talking more about statistical mechanics.

Nicholas Muise
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Interesting article, thanks Tyler

Christian Philippe Guay
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Very interesting article! It's well done and very informative.

Kevin Maloney
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I always have enjoyed the non linear curves for points in the SSX series. A easy trick is worth "one" a medium "4" a hard "7" and uber a "10" (dependant a bit on which iteration you are talking about). It really gives you and incentive to go big or go home. If you don't reward these kind of risks well then people will play conservatively which not what you want in a snowboarding game :).

Christian Philippe Guay
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There is a very specific interaction, what I think is very interesting, that we perform all the time at pretty much every second: aiming.

We aim to tap on the keyboard, to take something, to pull something, we aim the right notes while singing, we aim the right words while speaking or the right thoughts & ideas while thinking, we aim new goals, etc.

Or we could translate the word "aiming" by "attracting". We just are, vibrate (following the principles of life = we are influenced by the effects rather than being a cause), attract and become finally a cause supporting the principles of life. That represents also pretty much the role of a player in a game once he mastered it.

Alex Weldon
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All this article is saying is that a game designer should know what a function is. Really? They should have a basic grasp of grade 10 math? Kind of says something sad about the industry if that's considered special, rather than a bare minimum.

Christian Philippe Guay
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Strange...

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"Coders have technical backgrounds and most went through rigorous college-level math classes. As a result, if a designer is trying to explain a desired mechanic but using the wrong terms, the message content can be lost."
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Because I thought it was all about making sure your programmers would understand your designs by expressing them as Graphs, a language they understand.

Joel McDonald
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Good article, albeit a bit basic. I'd like to see a more in-depth article going into the ramifications of applying different functions to a mechanic where it is a little bit more ambiguous as to what the right answer is. Perhaps some in-field anecdotes along the lines of "we originally implemented x^2 but after playtesting went to sqrt(x) due to reason X." Would also like to know about more mathematically technical aspects as they relate to game design such as monotonicity, integrating/deriving functions, etc.

Tyler Sigman
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Thanks for the comments. I'm always looking for new article ideas that people might enjoy, so I'll try to continue with some practical examples in the near future. I love "the chase" involved with trying out new mechanics, and there are plenty of examples I can draw from. For example, right now I'm finishing tuning the space-flight mechanics of a little iPhone app, and it's amazing how much of a difference things like linear vs. non-linear turning rate can make in overall feel. Another example is the segmented-linear catch-up code mechanic we used in Sonic Rivals PSP...went with a banded design to prevent the common problem in rubber-banding where trailing racers come shooting by (overtaking) at rapid speed. A segmented linear band system allowed us to use rubber-banding but the racers would gradually slow as they approached the leader, keeping things competitive and interesting.

raja mohana karapureddy
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Very intersting article, we know and we use all but the idea of formulating and in graphical representation is very good. Thanks Tyler


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