Reading 1.
Defining Game Mechanics
Miguel
Sicart
Miguel Sicart received his PhD in game studies in December 2006.
His 3-year research project focused on providing a multidisciplinary approach
to ethics and computer games, focusing on issues on game design, violence and
videogames, and the role of age-regulation codes. His research has now
crystalized into the book, The Ethics of Computer Games (MIT Press, 2009). His
current research focuses on developing a design framework for implementing
ethical gameplay in digital games. Miguel Sicart is Associate Professor at the IT
University of Copenhagen, where he teaches game design.
Email: miguel@itu.dk www.miguelsicart.net
Email: miguel@itu.dk www.miguelsicart.net
Defining
Game Mechanics
by Miguel Sicart
Abstract
This article defines game mechanics in relation
to rules and challenges. Game mechanics are methods invoked by agents for
interacting with the game world. I apply this definition to a comparative
analysis of the games Rez, Every Extend Extra and Shadow
of the Colossus that will show the relevance of a formal definition of
game mechanics.
Keywords Game
Design, Game Research, Game Mechanics, Rules, Challenges.
Introduction
Gears of War (Epic
Games, 2006) showcased the impressive graphical capacities of the then-called
"Next Generation" consoles. Making good use of the XBox 360
hardware, Gears of War models, textures and general aesthetics
excelled. Yet, it is likely that this game will be remembered not as an
exhibition of what archaic technology could do, but as the title that
popularized the cover mechanics in third-person action games. Inspired by the cover
system of kill.switch (Namco, 2003), Gears of War combined
a linear level structure with action sequences where the dominant strategy is
to take cover and patiently create an effective combat tactic. The influence of
this design choice is such that even titles like Grand Theft Auto
IV (RockStar North, 2008) have implemented a cover mechanic. Taking
cover has arguably become one the features that all triple-A third-person
action games ought to have nowadays.
The question is: what does "mechanic"
mean in this context? Seasoned players would probably not hesitate to call the
cover system a "mechanic", something that connects players' actions
with the purpose of the game and its main challenges. But the meaning of the
term is not always clear.
During the summer of 2006, Nintendo
released Bit Generations, a collection of seven games focused on
minimalist game design. InOrbital (Nintendo, 2006), the player
controls a small unit, flying between planets and meteorites. The goal is to
collect items so that the initial particle grows until it has its own
gravitational field, which can be used to attract a star and thus finish a
level. The challenge is provided by the different gravitational fields of the
other space bodies, and the fact that a crash with any stellar element will
lead to the destruction of the player's unit. The player can only attract or
repel her unit from these gravitational fields, and so use them as slingshots,
safe havens, or u-turns.
Given this description, what are the mechanics
of Orbital? A common answer could be the attraction/repulsion
actions that the player can use, but also the gravitational fields of the
planets or even the use of gravity for sling-shot flying. In this sense, then,
game mechanics also describes the mechanisms of the game simulation. This lack
of conceptual precision points to a definitional problem: it is unclear what
game mechanics are, and how the term can be used in game analysis.
Game researchers and designers have provided a
number of definitions of game mechanics that have been used in different
contexts, from analysis (Järvinen, 2008) to game design (Hunicke, LeBlanc,
Zubek, 2004). In this article, I propose a definition of game mechanics useful
for the analysis of games and their formal constituents. This definition will
allow for formalized analysis of game structures, and it will also open up for
the possibility of connecting formal game analysis with research on controller
designs and user experience.
I define game mechanics, using concepts from
object-oriented programming, as methods invoked by agents, designed for
interaction with the game state. With this formalized definition, I intend to:
- Provide
a tool to discover, describe, and interrelate game mechanics in any given
game.
- Define
mechanics also in relation to elements of the game system, game hardware
and player experience, mapping mechanics to input procedures and player
emotions.
Even though I will be mentioning concepts like
game rules, challenges, emotions and user experience, it is not my intention to
enter the debate on those topics. Here, I use those concepts in a relational
way: defining game mechanics requires mentioning and acknowledging rules,
challenges and emotions. I do so in an instrumental way and leave for further
research the implications of this definition for understanding other systemic
components of games.
Since both game researchers and game designers
have covered the topic of game mechanics, I begin this article with an
analytical summary of the major works on this topic, providing a general
overview of these previous definitions of game mechanics and place my work
within this tradition.
The second part of this article presents the
definition of game mechanics, detailing the elements that compose it. I then
present a brief reflection on primary and secondary mechanics and how they can
be derived from this definition.
These concepts are put into practice in the
third part, where I perform a comparative analysis of Shadow of the
Colossus (Team Ico, 2005), Rez (United Game Artists,
2002), and Every Extend Extra (Q Entertainment, 2006),
highlighting the use of this concept of mechanics in the research on game
structure and user experience. The article concludes with a summary of the
results, and a reflection on the shortcomings of this definition.
With this article I intend to provide a
practical analytical tool for describing game systems as formal structures that
create gameplay. I also intend to focus on how variations in game design can
innovate and deeply engage players in aesthetic experiences created by means of
gameplay design.
Previous
Definitions of Game Mechanics
There is a relatively long and multidisciplinary
tradition of studying the ontology of games (Juul, 2005). The ontological
question has often implied describing the elements of games, how players relate
to these elements, and the contextualized act of play (ibid, p. 28).
This study of games lead to analysis disregarding the overarching definitions
of what games are and focused on each of the elements that constitute a game:
the system, the player or the player-and-system in context. Eventually, this
area of research was defined as game studies (Aarseth, 2001).
The research on games as systems lead to formal
analysis of the game components and how they interrelate. Formal analysis is
understood as descriptions of game components that can be discerned from others
by means of their unique characteristics and properties. "Formal"
should be understood in relation to aesthetic formalism, which contrasts
"the artifact itself with its relations to entities outside itself"
(Audi, 1999, p. 11).
Some formalist approaches makes a difference
between the rules of the game and the actions afforded to players by those
rules. This conceptual perspective can be tracked back to Avedon (1971) who suggests
a formal structure of games in which there are "specific operations,
required courses of action, method of play," which he defines as the
"procedure for action", as opposed to the "rules governing
action", which are "fixed principles that determine conduct and
standards for behavior" (p. 422).
However, this formal distinction between rules
and mechanics is not always applied in game mechanics research. Lundgren and
Björk (2003) define game mechanics as "any part of the rule system of a
game that covers one, and only one, possible kind of interaction that takes
place during the game, be it general or specific (…) mechanics are regarded as
a way to summarize game rules". In this view, mechanics is a term that
encompasses those rules that are applied when the player interacts with the
game, and there is no need for a definitional distinction between rules and
mechanics. Game mechanics would be low-level descriptions of game rules or
clusters of game rules.
Game designer Richard Rouse (2005) offers a more
pragmatic approach to defining game mechanics, with the goal of teaching the
basics of game documentation of game design. For Rouse, game mechanics are
"the guts of a design document", since they describe "what the
players are able to do in the game-world, how they do it, and how that leads to
a compelling game experience" (p. 310). A similar pedagogical approach is
taken by Fullerton, Hoffman and Swain (2004), who define "game
procedures" (a similar concept to mechanics), as "the actions or
methods of play allowed by the rules (…) they guide player behaviour, creating
interactions" (p. 25). In teaching game design, then, there is a need to
apply Avedon's conceptual distinction between rules and mechanics. The design
process is understood as the creation of a system, and the interaction
possibilities that a player has with that system. However, these approaches
lack a deep explanation of the connections between rules and mechanics. These
connections are fundamental for the formal analysis of games, as Björk and
Holopainen (2005) stated in their argumentation for the development of Game
Design Patterns.
Other definitions, like Cook's (2005):
"game mechanics are rule based system/simulations that facilitate and
encourage a user to explore and learn the properties of their possibility space
through the use of feedback mechanisms", while acknowledging the relations
between players, rules and mechanics, fail to provide a sufficiently clear set
of properties that allows the concept to be applied in a formal analysis of
games. This definition is valuable since it incorporates the notion of feedback
to the understanding of mechanics, but it falls short in explaining how we can
identify a mechanic, or a set of mechanics, and how it is based in the rule
system.
The MDA Framework (Hunicke, Zubek, LeBlanc,
2004) provides some more detail on the formal nature of game mechanics:
"mechanics describes the particular components of the game, at the level
of data representations and algorithms (…) mechanics are the various actions,
behaviours, and control mechanisms afforded to the player within a game
context". The latter part of the definition provides a set of elements
that will allow us to identify a mechanic. However, this definition would
require more precision in its formulation: for instance, behaviors afforded to
the player can be both strategies suggested by the game design (the level
layout inGears of War suggests the behavior or covering, yet it
does not directly afford that action); and the operations that the game system
does in the background to calculate the success of player actions (as the
effect of gravitational fields in Orbital - external to player
agency, yet related with the player's actions).
The MDA framework provides insights into the
relations between the formal, algorithmic elements of games and how they are
presented to and manipulated by players. Nevertheless, it is a model that does
not allow for the description and analysis of a mechanic due to a relative
inconsistency in the formulation of the definition.
A much more precise approach is taken by
Järvinen (2008), who not only distinguishes rules from mechanics but also
relates the latter with player agency, both in terms of psychological and
gameplay experiences. Järvinen defines mechanics as "means to guide the player into
particular behaviour by constraining the space of possible plans to attain
goals" (p. 254). In this sense, "game mechanics are best
described with verbs" (p. 263), and so "take cover" would be a
key mechanic in Gears of War, while the two dominant mechanics inOrbital would
be "attract" and "repel".
In relation to rules, Järvinen perceives
mechanics as making "a particular set of rules available to the player in
the form of prescribed causal relations between game elements and their
consequence to particular game states" (p. 254), which leads to the
creation of player strategies derived from the intersection of rules and
mechanics (p. 258).
Järvinen's approach is thorough, describing how
players appropriate mechanics and how systems should be designed to afford
strategy-generating mechanics. However, Järvinen's approach is rather
deterministic: mechanics seem to exist so that goals can be achieved, and thus
there would be no mechanics if the game, or a specific set of actions, has no
goals. Cases like Sim City (Maxis, 1989) or some of the
sandbox play in Crackdown (RealTime Worlds, 2007) encourage
player action without the requirement of goals. Destroying a city by invoking
Godzilla or exploring a sprawling postmodern metropolis using superhuman
abilities are pleasurable interactions with(in) a game that are not determined
by any in-game goal.
Within the general research tradition on game
mechanics, the concept is used to analyze elements of the game system. Game
mechanics are used to describe how players interact with rules, and as more
formal properties of a game such as game goals, player actions and strategies,
and game states. However, these definitions do not provide a single, dominant
approach that encompasses all these aspects. All the previous definitions have
attempted to provide pragmatic approaches to allow for a flexible understanding
of game mechanics in games and how they relate to player agency and game rules.
In the following section I present a formal definition of game mechanics,
together with the arguments that make it a more precise and inclusive approach
than those reviewed in this section.
Defining
Game Mechanics
Let's start with a definition: game mechanics are methods
invoked by agents, designed for interaction with the game state.
The different components of this definition
require further explanation:
"Methods invoked by
agents" defines this approach to game mechanics, as it formalizes
the use of terminology taken from the object oriented programming paradigm
(Weisfeld, 2000). In this appropriation of the terminology, object orientation
provides a set of metaphors that describe the elements of systems and their interrelations.
I do not want to imply that the analysis of the source code of a game will
reveal that all game mechanics have been implemented as methods of classes or
that object-oriented programming should be considered a default methodology for
the actual production of computer games. Nor am I implying that the Object
Oriented Framework should be extended to a formal analysis of all elements of
the game. Object Orientation provides a clear, formal framework for the
description of games and as such is a useful analytical tool. It is useful
because it provides a formalistic approach to actions taken within information
systems like games, which may lead to the application of modeling languages
like UML to the description of game systems. The Object Oriented framework is
also appropriate because it facilitates an analysis that does not require human
players to understand in-game agency. In other words, by using an
Object-Oriented approach, we can analyze game mechanics as available both to
human and artificial agents[1].
Following object oriented programming
terminology, a method is understood as the actions or behaviors available to a
class (Weisfeld, 2000, p. 13). Methods are the mechanisms an object has for
accessing data within another object. A game mechanic, then, is the action
invoked by an agent to interact with the game world, as constrained by the game
rules. In Gears of War, if the player wants to take cover, she has
to press the A button in the controller. This will make the avatar seek cover
in the closest environment object that can provide that cover. In that sense, a
mechanic is limited by the rules that apply to the gameworld (the general
physics simulations, for instance, whose objects are suitable for providing
some kind of cover), and, on occasion, to rules that apply exclusively to that
particular mechanic - for example, some mechanics can only be invoked in
certain environments or gameplay contexts.
Following Järvinen (2008), the best way of
understanding mechanics as methods is to formalize them as verbs, with other
syntactical/structural elements, such as rules, having influence on how those
verbs act in the game. For example, in Shadow of the Colossus we find the
following mechanics: to
climb, ride (the horse), stab, jump, shoot (arrows), whistle, grab, run (and
variations like swim or dive). In Gears of War, a non-comprehensive list
would be: cover, shoot, reload, throw (grenade), look (at a point of interest),
use, give orders, switch weapons[2].
All of these are methods for agency within the game world, actions the player
can take within the space of possibility created by the rules.
This definition departs from the implicit
anthropocentrism of previous approaches. Game mechanics can be invoked by any
agent, be that human or part of the computer system. For instance, AI agents
also have a number of methods available to interact with the gameworld. On
occasion, those methods will be other than the ones made available to the human
player, which can have consequences worth of analysis. This approach can be
particularly interesting when trying to understand the effect of bots in
MMORPGs, since bots are agents that optimize their interaction by focusing on a
core set of mechanics. This design choice may lead to an imbalance in the game
system, in terms of its dynamics or its economy. Another extension of this
approach would draw a distinction between agents in a game with mechanics and
agents without access to mechanics. For example, some bots do have access to
mechanics while other game agents do not have access to mechanics and hence
cannot interact with the game state. This line of research, however, is outside
the scope of this article.
The second advantage is that it eases the
mapping of mechanics to input devices, allowing for a great degree of
granularity in the analysis of games. Applying the conceptual framework of
Object Oriented programming determines that an agent invokes a mechanic in
order to interact with the game[3].
When it comes to players, input devices - from mouse and keyboard to the Wii
Fit Board - mediate this process. In Gears of War, the cover
mechanic is invoked by pressing the A button in the controller. In Orbital,
the two mechanics are mapped to the two buttons of the Game Boy Advance device.
Thanks to the formal precision of Object oriented terminology, it would be
possible to use an abstract modeling language, like UML, to describe the
interaction possibilities afforded to players, and how those are mapped to
specific input device triggers.
For game analysis, this suggests the possibility
of closely studying the relations between input device design, and player
actions. It would allow, for instance, the study of how in some fighting games,
one mechanic is not triggered by one button, but by a combination of input
processes. Thus, it could be argued from a formal perspective that mastery in
fighting games comes from the mapping (Norman, 2002, pp. 17, 75-77), of one
mechanic with a set of input procedures, which leads to both psychological and
physiological mappings - how the "body" of a player learns to forget
about the remembering the illogical sequence of inputs, and maps one mechanic
to one set of coordinated, not necessarily conscious moves.
Another interesting approach from this formal
perspective is the possibility of describing mechanics that are triggered
depending on the context of the player presence in the game world, what I
define as "context mechanics". In Gears of War, the cover
mechanic depends not only on the specific input from the player, but also on
the proximity of suitable objects to the player avatar. Contextual mechanics
have also been used in Assassins' Creed (Ubisoft Montreal,
2007) to expand the possible interactions of the player with the gameworld,
without overtly complicating the layout of the controller device.
Contextual
mechanics are analytical concepts that can be used to understand how players
decode the information in a level - how a player perceives certain structures
and how those structures are used to communicate intended uses or behaviors.
Furthermore, contextual mechanics can also be used to analyze a game like Wario
Ware, Inc., Mega Microgames! (Nintendo R&D1, 2003) that builds its
design by mapping multiple mechanics (Järvinen, 2008, pp. 266-269) to one
button, easing the players' learning process and focusing on stress coping
challenges (Rollings and Adams, 2007, pp. 287-288).
Implicit in this definition is an ontological difference between rules and
mechanics. Game mechanics are concerned with the actual interaction with the
game state, while rules provide the possibility space where that interaction is
possible, regulating as well the transition between states. In this sense,
rules are modeled after agency, while mechanics are modeled for agency.
In this object oriented framework, rules could
be considered general or particular properties of the game system and its
agents. All objects in games have properties. These properties are often either
rules or determined by rules. These rules are evaluated by a game loop, an
algorithm that relates the current state of the game and the properties of the
objects with a number of conditions that consequently can modify the game
state. For example, the winning condition, the losing condition and the effects
of action in the player's avatar health are calculated when running the game
loop. This algorithm relates rules with mechanics, exemplifying the
applicability of an ontological distinction between rules and mechanics.
For example, in Shadow of the Colossus players
have a game mechanic called "climb", but they are also determined by
a property called "stamina", which is the algorithmic translation of
a rule: "players have x stamina units". The climbing mechanic states
that when invoked, stamina is lost at a certain ratio. A property/rule states
that if stamina is below a certain threshold, climbing is not possible anymore.
The game loop checks the game state; if the player invokes the climb mechanic,
those functions that determine the consequences and boundaries of the players'
interaction are called, and the resulting changes in the game state are
evaluated against the rules of the game. Then, the player will succeed or not
in "climbing", depending on their "stamina".
The second part of the definition claims that
game mechanics are methods "designed for interaction with the game
state". This implies that the task of game designers is to create
mechanics that agents can use to interact with the game. These interactions
modify the game state (Juul, 2005, 59-64). Game mechanics are often, but not
necessarily, designed to overcome challenges, looking for specific transitions
of the game state. Designers create the basic mechanics for the player
correlating the central challenges of the game with the set of mechanics useful
for overcoming them.
Challenges, like rules, are one of the contested
areas in game research. Much has been written about what challenges are and how
can they be analyzed, and it is not my intention to suggest a new
interpretation of the term. In this article, I use challenge to refer to a
situation in which the outcome desired by the player requires an effort to
accomplish. For instance, every colossus in Shadow of the Colossus is
a challenge, each of which is composed of a subset of challenges: the fifth
colossus is a flying creature with weak spots in each wing and the tail. The
challenge is to run from one weak spot to another without falling, since player
movement is affected by the wind and the speed of the moving colossus. All
these challenges are matched with a mechanic: by shooting arrows, the player
calls the attention of the creature; by jumping and then grabbing to the hair
of the creature, the player accesses a more or less stable surface where she
can then run to the weak spots and stab them. All challenges in this example
are mapped to particular game mechanics.
Even though this formal definition determines
that games are structured
as systems with mechanics, rules and challenges, understood as the essential
grammar of computer games (and probably of all games), there is more to
the act of playing a game than just interacting with mechanics constrained by
rules. In the act of playing, players will appropriate agency within the game
world and behave in unpredicted ways. One thing is what a designer previews,
and another, very different one, is how players actually interact with the game
world. The formal, analytical understanding of mechanics only allows us to
design and predict courses of interaction, but not to determine how the game
will always be played, or what the outcome of that experience will be.
Furthermore, it can happen that what was
designed as a game mechanic is used in a non-gameplay related behavior: players
of Shadow of the Colossus used the climbing mechanic to reach some
of the farthest areas of the game world, which had no influence, or interest,
for the central gameplay sequence and narrative of the game. Game mechanics are
designed for gameplay, but they can be used for toyplay (Bateman and Boon,
2006). The only variation would be the level of abstraction: for a player who
is playing the game, a mechanic serves a specific set of purposes, while a
player that is playing with or within the game, a game mechanic loses its
formal game design origin and becomes an instrument for agency.
For
designers and theorists, game mechanics are discrete units that can be created,
analyzed and put in relation to others. But for any agent in a game, the
mechanics is everything that affords agency in the game world. Mechanics is
thus tied to agency in the game system.
With this definition of game mechanics, I have
intended to contribute to game studies by:
- Formalizing
an ontological difference between rules and mechanics that can potentially
lead to detailed game analysis, and
- Suggesting
a mapping between game mechanics, input procedures, and player experience.
This very formal definition still leaves some
questions unanswered, especially with regards to well-known terminology such as
core mechanics. In the next section, I present some further implications of
this definition for the analysis of games.
Interlude:
Core, Primary and Secondary Mechanics
Game design literature uses the "game
mechanics" concept extensively, incorporating certain qualifiers to it. It
is not rare to find in the literature notions like "core mechanics"
(Järvinen, 2998, p. 255; Rollings and Adams, 2007, pp. 316-357), and in more
casual settings, an implicit categorization like primary mechanics and
secondary mechanics (Järvinen, 2008, p. 268). These qualifiers do not describe
what concept of game mechanics the authors are adopting - if a rule based one,
in which mechanics is a subset of rules, or one that advocates for an
ontological differentiation of both. In this section, I briefly discuss how
core mechanics, primary mechanics and secondary mechanics can be used as
functional terms within the context of the definition I have introduced. These
concepts are, as said, widely used in game design literature, thus it is
important to define them according to this article's definition of game
mechanics.
Core
mechanics, in the traditional sense, have been defined as "the essential
play activity players perform again and again in a game (...)
however, in many games, the core
mechanic is a compound activity composed of a suite of actions"
(Salen and Zimmerman, 2004, p. 316). Järvinen defined core mechanics as "the possible or preferred or
encouraged means with which the player can interact with game elements as she
is trying to influence the game state at hand towards the attainment of a
goal" (255). Understanding core mechanics as those that describe
the actions a player repeatedly performs is a useful formalism, but it falls
short in precision. Players often perform play activities again and again in a
game without using so called core mechanics. Jumping, for instance, is
extensively used in multiplayer First Person Shooters, where almost all players
spend some time "hopping" around - as a humorous display or for
entertainment. Salen and
Zimmerman and Järvinen are right in pointing out that the core mechanics have
to do with repeated performance in the play context, but the actions performed
ought to be defined from a systemic perspective, if the formal framework should
be upheld.
From that systemic perspective, I define core mechanics as the game
mechanics (repeatedly) used by agents to achieve a systemically rewarded
end-game state. For instance, stabbing is a core mechanic of Shadow
of the Colossus, since the player will perform it repeatedly to achieve the
end state of the game, rewarded with the completion of the fictional framework
of the game. In Orbital, the core mechanics are the only mechanics.
Both games are examples of focused
game design, in which player actions are limited, yet tuned to create
emergent gameplay (Juul, 2005, pp. 67-83, Sweetster, 2008).
Games like Sim City or EverQuest (Sony
Online Entertainment, 1999) do not have an end state as such. However, there
are desired states towards which players focus their efforts, be those reaching
the cap character level or keeping the city budget in the black. These games
have a specific set of game mechanics oriented to reaching those states, and as
such it is possible to speak of core mechanics even in the case of games with
no systemically determined end state. In the case of simulations like Sim
City, core mechanics are those that focus on reaching an equilibrium state;
in games like EverQuest, core mechanics are those that allow
players to reach a level cap, and further expand their agency by fine tuning
their characters' abilities.
At this stage, readers will most likely object
that complex games likeGrand Theft Auto IV have such a vast number
of mechanics, and so many are used to make the game progress, that the very use
of the core mechanics concept may be useless. It is a valid point - complexity
requires a precise terminology. Thus, I will use the concepts of primary (core)
mechanics and secondary (core) mechanics to solve some of these issues.
The concept of primary mechanics has been
defined by Järvinen (2008, p. 268) as "what the player does in relation to
a game state during a standard turn or sequence", differentiating then
between submechanics, or actions available to the player "as a consequence
of the primary mechanic" (ibid), and modifier mechanics, or actions
the player does "in a specific game state which occurs on some condition
(…) specified in the rules" (ibid). Again, Järvinen's comprehensive
approach is highly relevant, but its formal ties to games understood as
goal-oriented systems with which (human) agents interact determine this
classification of mechanics. In the following I will suggest an approach to the
concepts closer to the approach taken in this article.
Primary
mechanics can be understood as core mechanics that can be directly applied to
solving challenges that lead to the desired end state. Primary mechanics are
readily available, explained in the early stages of the game, and consistent
throughout the game experience. In Grand Theft Auto IV, primary
mechanics are shooting,
melee fighting, and driving: they are readily available to the player,
mapped to the most obvious and tradition-conforming controller inputs and
remain consistent throughout the game experience: shooting is always performed
using the same button combination, and when players have control, they always
have access to that mechanic, provided they have a firearm. Interestingly, this
use of the primary mechanics concept explains the design experiment of Orbital: players
only have primary mechanics available to interact with the gameworld.
Secondary
mechanics, on the other hand, are core mechanics that ease the player's
interaction with the game towards reaching the end state. Secondary mechanics
are either available occasionally or require their combination with a primary
mechanic in order to be functional. The cover mechanic
in Grand Theft Auto IV is an example: it cannot be used
exclusively to solve the main challenges of the game, but once mastered, it can
prove of help to achieve the end state of the game. In comparison, the cover
mechanic of Gears of War is primary, since not using it
implies the almost immediate death of any game agent.
Again, readers may claim that there are
mechanics in a game beyond those tied to the goal/reward structure. And they
are right - in many modern, complex computer games there are many mechanics
available for player agency, and several of them play a role in achieving the
goals. I would prefer not to categorize those, though: the importance of the
terms of primary and secondary is their explanation of the game system as it
was intended to be played by an ideal player[4].
Any formalist approach, such as the one proposed in this article, falls short
of trying to explain all possible player interactions. As such, I would like to
leave all mechanics that cannot be consistently defined as primary or secondary
without any type of classification. It is still relevant to understand them and
to describe how their importance is perceived in actual gameplay. However,
those goals are beyond the scope of this article.
The distinction between primary and secondary,
then, allows for a granular understanding of the agency methods available for
players in the game experience, and their importance in terms of design and
analysis. However, these terms should not be used as rigid categories: on
occasions, secondary mechanics can turn into primary mechanics during the
designed gameplay progression, and some primary mechanics may even disappear in
the length of a game. These concepts should be used as analytical aids, as a
first step into a formal categorization of mechanics depending on their impact
on gameplay.
One last question remains: within this formal,
object oriented framework, it is not possible to describe systems like the
driving mechanic in Grand Theft Auto IV: more precisely, driving
would consist of braking, accelerating, steering and hand-breaking. All of
these are, effectively, the methods invoked by agents in order to interact with
the game. However, using this very detailed description is not always a useful
approach. Thus, the concept of compound game mechanics can be of use: a
compound game mechanic is a set of related game mechanics that function
together within one delimited agent interaction mode. These modes are defined
by the interaction of these different modalities: as such, the driving compound
mechanic is composed by a set of mechanics interrelated to provide a relatively
accurate model of driving. When playing, and, on occasion, when analyzing, it
is useful to think about these compound mechanics as a whole and not as a
collection of formally differentiated mechanics. This concept provides an
appropriate shelter for those complex interaction processes that, while
composed by a number of smaller formally determined mechanics, we as players,
analysts and designers, think of as unified.
So far, this article has been a rather dry
presentation and argumentation for a terminological, analytical position. In
the next section I will apply this definition, with attention to
input-interface configuration and plausible player experience, to the analysis
of the common mechanics and effects of Rez, Shadow of the
Colossus and Every Extend Extra.
Applying
the Definition: Theory and Design
To prove the analytical use of my definition of
game mechanics, I apply it to three different games. This application will show
that game mechanics can be used not only to formally describe a game but also
to thread connections between different games and intended player experiences.
In the following examples, I trace such a connection between Shadow of
the Colossus, Rez and Every Extend Extra by
analyzing dominant game mechanics and their implementation, and interpreting
how the design choices could be meant to affect the player experience.
The basic
mechanic in Shadow of the Colossus can be called
"stabbing", which requires players to select a specific weapon when
placed in a specific spot of a colossus, then press once the x button to
"charge" her attack, then press once again to release and effectively
stab the colossus. The intensity of the attack depends on the time lapse
between the two inputs: the longer the player waits to unleash the attack, the
more damaging it will be.
From a purely analytical perspective, this mechanic
introduces an interesting observation: as opposed to the more classical
"aggression" mechanics, in SoTC players do not
obtain direct output from their initial input, nor do they have to push down
the button for "charging" the attack. This is arguably a design
choice, and it could be tied to the aesthetic goals of the game: the player is
in a weak position between inputs, which reinforces the sense of awe these
colossi suggest. In many computer games, players are supposed to feel
empowered, yet challenged by their enemies. SoTC is designed to
present players with what appears like an insurmountable enemy and equips them
with just the bare abilities to epically undergo the slaying of these
creatures.
By slightly modifying a well-known game
mechanic, it could be argued that the design of Shadow of the
Colossus is intended to create an experience of powerlessness and epic
achievement. The player is not only faced with the colossi as challenges, but
also their repertoire (Juul: 2005) is challenged by the control configuration
of the attack mechanic. This challenge has likely been designed to have a
significant emotional impact on the player, which I will analyze at a later
stage in this section.
Even though this analysis could itself justify
the use of this formal definition of game mechanic, it also allows for
extending the study of mechanics to comparative approaches. In the rhythm shooter Rez,
players have a general mechanic "shoot" that is invoked as follows:
while holding the x button, players can select enemies with their crosshair, up
to a limit of 8. When releasing the x button, players destroy the enemies.
For each enemy destroyed, a rule states that a beat is played, hence the
rhythm-based gameplay of the game.
From this brief description, we can argue that
there are similarities between the two mechanics, as they both modify the
conventional input/output mechanic: instead of pushing a button to produce an
output, players have to release it to produce the output. The analysis can be extended:
there is a principle of tension and release at work both in the stab mechanic
of Shadow of the Colossus and in the shoot mechanic of Rez,
and both can be interpreted as design choices that create a specific player
experience.
Music can sometimes be structured as harmonic
periods of tension and release: a composition builds up to a moment where the
chord progression, for example, is culminated in a tonal change or a different
tempo (A more detailed explanation of the structure of music and how it can be
interpreted in the context of technological experience can be found in McCarthy
and Wright, 2006). The same principle dominates Rez: players build
up tension by targeting multiple enemies, then releasing and creating music
beats. And inShadow of the Colossus, players experience tension
while their stabbing "strength" is being loaded and release when the
player hits the button to stab the colossus. By examining the formal properties
of these two mechanics, we can argue for a connection to an intended player
experience, which means that it is possible to recognize patterns or typologies
in the design of mechanics.
This tension and release effect through
mechanics can also be found in
the game Every Extend Extra[5],
where the main mechanic "to explode" is executed by pressing the x
button. This input makes the avatar explode and start a chain reaction rewarded
with points. Tension is created by avoiding collision with the incoming
enemies, which would destroy the player avatar without causing a chain
reaction, while waiting for the perfect combination of enemies onscreen that
would allow for a large chain-reaction effect. Gameplay is built around the
exploding mechanic, another tension-release mechanic type: tension is built
while avoiding enemies without providing any input, and release comes when the
player finds the right timing and place to trigger the explosion.
These three reasonably different games are
connected by a similar interpretation of a game mechanic. All these games play
with player expectations (action on release) with the intention of creating a
specific emotional experience in players. In the case of Shadow of the
Colossus the experience is associated with the excitement of attacking
the colossi with maximum power without falling. In Rezand Every
Extend Extra, it could be argued that the synaesthetic goal of these games
is communicated also by means of the mechanic: players experience the musical
tension and release structure while actually playing the game.
From a
formal analytical perspective, there is a connection between Shadow of the
Colossus, Rez and Every Extend Extra, since
all this games have manipulated a well-known core mechanic into a process based
one of tension and release. This connection also leads to a plausible relation
between the design of these mechanics and its possible impact on the player
experience. By modifying the player expectations, and meaningfully changing the
input procedures, these games are intended to create emotional experiences
based on the agency of players with the game state and how it reacts to their
input.
By tracing relationships between game mechanics,
and arguing for their intended effects on players, game designers may innovate
their approach to agency through the design of the game system. It could be
argued that the developers of the three aforementioned games did so by formally
isolating the basic processes of those mechanics, partially altering them,
consequently modifying player expectations and experience.
As I have already hinted at, game mechanics are not only
formally recognizable by designers; they are also a big part of the players'
repertoire (Juul, 2005, p. 97-102). By modifying the basic interaction patterns of a
mechanic, designers can arguably expect to break player expectations. A
possible use of this definition, then, is as a formal tool for describing and
modifying mechanics in a coherent and comprehensive way, by understanding the
relations between the different methods, its properties, and how those are
mapped onto the control interface.
Another potential contribution to game design is
related to its documentation
and communication. When writing a design document, game designers often have to
translate into words their ideas about player interaction with the game world
how that interaction is constrained by rules and how those mechanics can help
overcoming the challenges in interesting ways. The literature on game
documentation is vast (Rollings and Adams, 2007, pp. 63-65; Rouse, 2005, pp.
355-381, Fullerton, 2008, pp. 394-412, Schuytema, 2007, pp. 83-116), and most
of it is based on tradition or a set of common practices more than on a
research-based approach to the formal elements of games. With this definition of game
mechanics, designers could more easily translate their ideas into a formal set
of methods (mechanics), properties (rules that define the scope of those
mechanics) and challenges.
Finally, for design and development purposes, this definition's
focus on an object-oriented approach can facilitate the communication between
programmers and designers with limited technical background. By thinking about
rules and mechanics as designed methods and properties, game designers could
perhaps document and explain their concepts with more precision, enhancing
productivity while creating more comprehensive documentation for game
development.
Conclusion
This
article was born out of necessity: having an analytical vocabulary for defining
game structures and systems that allowed a formal, precise, and scalable
description of games as systems and how they interrelate with player practices.
The result of this necessity is a formal definition of game mechanics that owes
to object-oriented programming its formal phrasing, while inheriting from game
studies the figure of players, or agents, as fundamental to understand how
games are designed and played.
This
article has defined game mechanics as methods invoked by agents for interacting
with the game world. This definition allows the study of the systemic structure
of games in terms of actions afforded to agents to overcome challenges, but
also the analysis of how actions are mapped onto input devices and how
mechanics can be used to create specific emotional experiences in players.
There are,
however, many grey areas I do not have the space to focus on here. Perhaps the
most significant is the ontological distinction between rules and mechanics.
Game researchers have argued convincingly that mechanics could be understood as
subsets of rules. However, rules are normative, while mechanics are
performative, and I have argued that this ontological distinction can be
extremely beneficial for the analysis of computer games.
Game
studies history shows that there is no dominant definition of key concepts like
rules or mechanics, and that those that attempted have yet to succeed. This
article should not be read as the ultimate definition of game mechanics. This
definition is flawed, yet less so than some previous ones. My goal will be
achieved if I have succeeded in communicating to the reader one simple notion:
that it is possible and useful to understand game mechanics as different from
game rules, and in that understanding, we can more clearly describe how games
can be designed to affect players in unprecedented ways.
Acknowledgements
The author would like to express his gratitude
to the anonymous Game Studies reviewers who offered constructive and
illuminating feedback, and to Aki Järvinen, Jesper Juul and Olli Leino, who
helped shape earlier versions of this article with their comments.
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Epic Games (2006), Gears of War (Xbox
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Matsuhisa, Kanta (2004), Every
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Endnotes
[1]It is possible to find other applications of
Object Oriented modeling to the study of computer games. For instance, the
concept of Inheritance, or how some classes are derived from preexisting
classes, can be used to explain different mechanics available to different
agents in a gameworld. Other uses of the Object Oriented framework in the
analysis of information systems can be found in Floridi and Sanders (2004).
[2]Järvinen (2008) has a detailed list of all the
mechanics, understood as verbs, present in the micro-game collection Wario
Ware. My approach is deeply inspired by that listing.
[3]In the case of analyzing mechanics as available
to artificial agents (i.e. A.I. controlled bots), it is possible to disregard
the mapping between mechanics and input controllers.
[4]Even though the use of the “ideal player” here
can invoke literary theory approaches to the ideal reader (Iser: 1980, pp.
27-30), I will be using “ideal player” in a more design-oriented perspective,
as the abstraction of a user that will use the object designed as predicted by
the design team (see Dillon: 1995).
[5]Every Extend Extra is
the PSP version of an earlier game built with the same mechanics, Every
Extend (2004)
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