Mechanics
Level Mechanics & Implementation
Section titled “Level Mechanics & Implementation”-
Game/Level Designer Difference
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Game designer: creates mechanics
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Level designer: implements mechanics
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Level Mechanics Loop
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Instruction
- Introduce mechanic to player
Explicitly: direct information Implicitly: through obstacles
- Example: block in side-scroller for jumping
- Introduce mechanic to player
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Practice/Play
- Give opportunities to improve
Multiple variations
- High/long jumps
- Standing/running jumps
- “Gradually increase difficulty”
Keep in flow zone
- Give opportunities to improve
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Mastery
- Test player’s mechanic understanding
Can be boss fight Or obstacle series
- “Final exam” before progression
- Test player’s mechanic understanding
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Subversion/Surprise
- Change mechanic expectations
Obstacles that look impossible but aren’t Obstacles that look possible but aren’t
- Must remain fair
- Introduces next mechanics loop
- Change mechanic expectations
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Pacing Considerations
- Start slow for improvement
- Ramp up to mastery stage
Level mechanics form core structure through instruction, practice, and mastery, with subversion adding depth. Proper pacing ensures player understanding while maintaining engagement through carefully structured progression.