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Tyler
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Designing Around a Core Mechanic

Posted by Tyler - February 11th, 2016


A common approach to game design is designing around a core mechanic. With this, every action a player can perform and every response they make to the game should relate to the core mechanic.

2595437_145524229522_ngbbs4fed277b2611b.png

This diagram was a concept my old partner of Funstorm games introduced me to. He and his wife designed the diagram. Newgrounds even had it’s 7th Game Jam centered around this theme.

I highly recommend this approach to mechanic design. Designing around the core mechanic helps simplify the design process and keeps all of your design decisions focused. 

Below, I will explain how I use this diagram in my upcoming Sentry Knight Tactics.


Core Mechanic of Sentry Knight Tactics: Drag and Target


The core mechanic of Sentry Knight Tactics is Drag and Target with the mouse button. Drag and Target allows you to chose which unit you want to use, what action you want them to perform and what you want your unit to target.

All of your main available options in gameplay center around this technique:

2595437_145524229451_giphy.gif
Player drags a line to dodge enemy attack.

  • Targeting an active unit is done by clicking that hero.
  • Moving the party is done by dragging a line from your active unit to a target destination.
  • Healing friendlies is done by dragging a line from your healer to a selected ally unit. 
  • Attacking enemies is done by dragging a line from your unit to a selected enemy unit.


And so on. You get the idea.


Secondary Mechanics


Secondary Mechanics refer to additional mechanics in the game that work in tandem with the core mechanic. 

  • Spells- Each character has 4 unique spells to unlock and multiple extra abilities they have to influence the tide of battle. These are generally are powerful attacks, healing or buffing abilities.

2595437_145524216053_giphy.gif

Example of one of Knight's tactical abilities. It stuns enemy units temporarily.

  • Buffs/Debuffs - Temporary beneficial (or the contrary for a debuff) effect placed on units that alter their stats. For instance, some buffs might increase a player's defense to incoming attacks.

2595437_145524004522_ScreenShot2016-02-11at8.27.33PM.png
A sampling of the different types of buffs/debuff icons in game

  • Aggro - How enemies prioritize their target. The heavier armored characters like Knight produce more “aggro” and draw attention of enemies away from players more fragile units.
     
  • Unit Type - Each character is either a tank unit (can take heavy damage), DPS unit (deals high damage up close or from afar), healing unit or buffing unit. Bosses have more unique mechanics, but I will cover designing those in greater detail in a future post.

Progression


Progression refers to how the player advances through the game. Progression could include anything from a steeper difficulty curve, mastery of mechanics, upgrades, the introduction of new enemies with new abilities and so on. 

Players want new challenges and new ways to utilize the skills they’ve mastered and abilities they have unlocked. 

Progression serves to incentivizie players. By giving players goals and showing them how much more powerful they will become or how much more fun the game will be when they unlock certain items or progress to a particular point, they are incentivized to invest more time in a game to reach that point.

Progression in Sentry Knight Tactics is measured by completing levels that increase in difficulty, leveling up characters, gaining new abilities and upgrading gear.

  • Difficulty Curve - The game gets harder as players advance through levels. Enemies are deadlier, take more damage and have more advanced combat techniques in each subsequent level. Striking a balance that is progressively more challenging but not too challenging is key.

2595437_145524215992_difficulty.png

  • Upgrading/Looting - Players upgrade their gear, equip better armor and weapons to increase their characters stats. These things directly affect gameplay. If a character is under geared, they have a poor chance of surviving a higher level battle. If a player has better gear, they will perform better in combat.

2595437_145524215912_giphy.gif
Invetory showcasing the player's items and gear they can equip.

  • Leveling Up - Players level up as they gain XP by kill enemies and complete quests. The more they play, the more abilities and spells they unlock.

Narrative


Narrative is the story you tell with your game. Narrative can make games feel like they have purpose and can provide an opportunity for engaging storytelling. It’s up for debate if this really even necessary in game design, but I find having a story in a game is favorable and appealing to players.

I’m not going to touch on narrative design though in this post. Sentry Knight never had a cohesive story until the launch of the spin off game, Sentry Knight Conquest. Initially, Sentry Knight was a generic world for me to play around with mechanics and not worry about canonical accuracy. I started designing Sentry Knight Tactics before Sentry Knight Conquest and it is there when I realized I needed to start fleshing out the world.

I have to admit, designing story is fun. Plus, anything that increases a players desire in investing time in your game is positive in my eyes.


Hopefully you find this post helpful. 

I will try to keep a regular posting schedule but I am entering the final few months of development for Sentry Knight Tactics. Stay tuned to our twitter for more updates,

~Til next time.
 


Comments

Holy shit great post

Very cool post indeed!

You're really good with drawing special effects. Characters look cute. I wish I had time to draw stuff digitally again. Ugh.

I have mixed feelings about the concept underlying this post. I read it and went away intending not to comment, then I thought some more and finally got the courage to say this:

That is the "standard" way to design a game... I'm not sure that it's the best or even the most correct way to design a game... certainly games like "The Witness" and "Closure" and "Portal" and "vvvvvv" and most others are STRONG in this concept... and when it comes to actually finishing a game it seems like a really good idea not to diversify the "core" mechanics, but I think playing with this idea and "breaking" this rule might actually be pretty refreshing. Doing that, though, equates to actually making multiple games crammed into one and then THAT in itself (randomness or multi-genre-ness) becomes the new "core mechanic" (like those Wii Wario-ware games)...

It's hard to think of good examples of games that "break" this rule... can this "rule" even BE broken? If not, is it even a rule?

It'd be like watching Schindler's List and then have the ending be about time travel... or animated or something...

Yeah I agree with what you're saying.

I think in general, with anything, breaking the rules can lead to some refreshing creations. However, I think it's important to know the rules before one breaks them. I just wouldn't advise a newcomer to break the rules until they understand them.

I personally have no idea how else I would design. I very much like the "don't reinvent the wheel" metaphor. But I hope people find other, and hopefully better, ways of doing things.