This is an example of a constitutive type rule, which are the underlying formal rules of the game when the artwork is stripped away. These are the base rules that allow the interaction and movement of the player or character within the game. The input commands of the player through the controller are displayed as the output within the game, eg 'x' button equals jump or left hand stick controls the movement of the player. ["Game mechanics are the core of what a game truly is. They are the interaction and relationships that remain when all of the aesthetics, technology, and story are stripped away" (Schell, 2008)]
The game play mechanics covers a range of subjects:-
1. Space - Mechanics defines the varies places that can exist and their interaction with each other within the game.
2.Objects - The mechanics define the characters, objects, and any collectable things within a game anything that can be manipulated or changed, eg breakable objects in red faction. These objects all have attributes they exhibit which are either static such as the maximum health of a character, or exhibited such as current state, for example when the character is shot its health will be less than the maximum.
3. Actions - These are the mechanics of what button or combination of commands from the controller do to the character ( output).
4. Rules - This is the most basic or fundamental mechanic governing the space, objects, actions and their consequences. Basically making possible all the other mechanics stated above.
5. Skills - The mechanics of the skill allows advancement within the game providing greater or more difficulty within the game adding continuing challenge and interest for the player. For instance in 'Shadow Colossus' you learn how to kill ever increasingly bigger creatures learning from previous experience( (mental skills). Or in 'crash bandicot' you get additional abilities when you collect enough gems ( physical skill).
6. Chance - is the mechanic for introducing uncertainty within a game. e.g In card games a dealer shuffles the pack producing a random hand.
bibliography
Schell, J. (2008). The art of game design. Amsterdam: Elsevier/Morgan Kaufmann, p.130.
Koster (2005) A theory of fun for game design
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