---
id: game-mechanics
status: active
supersededBy: []
lang: en
title: Game design techniques
description: >-
  199 techniques from Game Mechanics: movement, combat, interfaces and
  environments with linked game examples.
intro: >-
  All 199 Game Mechanics entries at the check date: player actions, systems,
  presentation techniques and contested patterns. Entries are grouped by their
  first source-card category; all categories appear in their descriptions.
  Definitions use original wording. References link to game-specific galleries;
  images and videos remain at the source.
updatedAt: '2026-10-20'
sources:
  - title: 'Game Mechanics: Fixed camera angles'
    url: 'https://gamemechanics.org/patterns/fixed-camera-angles'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Trying to open locked doors'
    url: 'https://gamemechanics.org/patterns/trying-to-open-locked-doors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Visible player body'
    url: 'https://gamemechanics.org/patterns/visible-player-body'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Readable notes'
    url: 'https://gamemechanics.org/patterns/readable-notes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Manual save points'
    url: 'https://gamemechanics.org/patterns/manual-save-points'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Destructible barriers'
    url: 'https://gamemechanics.org/patterns/destructible-barriers'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Dragging Bodies'
    url: 'https://gamemechanics.org/patterns/dragging-bodies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Elevators'
    url: 'https://gamemechanics.org/patterns/elevators'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Carrying bodies'
    url: 'https://gamemechanics.org/patterns/carrying-bodies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Cloth physics'
    url: 'https://gamemechanics.org/patterns/cloth-physics'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Hiding bodies'
    url: 'https://gamemechanics.org/patterns/hiding-bodies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Tetris inventory'
    url: 'https://gamemechanics.org/patterns/tetris-inventory'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Grid inventory'
    url: 'https://gamemechanics.org/patterns/grid-inventory'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic inventory'
    url: 'https://gamemechanics.org/patterns/diegetic-inventory'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Distorting glass'
    url: 'https://gamemechanics.org/patterns/distorting-glass'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Struggle escape'
    url: 'https://gamemechanics.org/patterns/struggle-escape'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Handheld Sensor'
    url: 'https://gamemechanics.org/patterns/handheld-sensor'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Device puzzle'
    url: 'https://gamemechanics.org/patterns/device-puzzle'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Views outside'
    url: 'https://gamemechanics.org/patterns/views-outside'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Manning a machine gun'
    url: 'https://gamemechanics.org/patterns/manning-a-machine-gun'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Enemies reloading weapons'
    url: 'https://gamemechanics.org/patterns/enemies-reloading-weapons'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Reloading gun'
    url: 'https://gamemechanics.org/patterns/reloading-gun'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Crawling under floors'
    url: 'https://gamemechanics.org/patterns/crawling-under-floors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Drinking to heal'
    url: 'https://gamemechanics.org/patterns/drinking-to-heal'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Crawling through vents'
    url: 'https://gamemechanics.org/patterns/crawling-through-vents'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Vending machines (props)'
    url: 'https://gamemechanics.org/patterns/vending-machines-props'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Automatic doors'
    url: 'https://gamemechanics.org/patterns/automatic-doors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Destructible floors'
    url: 'https://gamemechanics.org/patterns/destructible-floors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Destructible walls'
    url: 'https://gamemechanics.org/patterns/destructible-walls'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Stabbing'
    url: 'https://gamemechanics.org/patterns/stabbing'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Environmental fire hazards'
    url: 'https://gamemechanics.org/patterns/environmental-fire-hazards'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Opening doors'
    url: 'https://gamemechanics.org/patterns/opening-doors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Distant background scenery'
    url: 'https://gamemechanics.org/patterns/distant-background-scenery'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Eating to heal'
    url: 'https://gamemechanics.org/patterns/eating-to-heal'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Walking on stairs'
    url: 'https://gamemechanics.org/patterns/walking-on-stairs'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Rappelling'
    url: 'https://gamemechanics.org/patterns/rappelling'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Dynamic weather'
    url: 'https://gamemechanics.org/patterns/dynamic-weather'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Resting to heal'
    url: 'https://gamemechanics.org/patterns/resting-to-heal'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Environmental takedowns'
    url: 'https://gamemechanics.org/patterns/environmental-takedowns'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Climbing ladders'
    url: 'https://gamemechanics.org/patterns/climbing-ladders'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Ledge climb-up'
    url: 'https://gamemechanics.org/patterns/ledge-climb-up'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Tyrolean traverse'
    url: 'https://gamemechanics.org/patterns/tyrolean-traverse'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Driving cars'
    url: 'https://gamemechanics.org/patterns/driving-cars'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Navigating rapids'
    url: 'https://gamemechanics.org/patterns/navigating-rapids'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Climbing ropes'
    url: 'https://gamemechanics.org/patterns/climbing-ropes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Wall running on ropes'
    url: 'https://gamemechanics.org/patterns/wall-running-on-ropes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Ledge jumping'
    url: 'https://gamemechanics.org/patterns/ledge-jumping'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Jumping to ledges'
    url: 'https://gamemechanics.org/patterns/jumping-to-ledges'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Clearing obstacles with explosions'
    url: 'https://gamemechanics.org/patterns/clearing-obstacles-with-explosions'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Clearing obstacles with fire'
    url: 'https://gamemechanics.org/patterns/clearing-obstacles-with-fire'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Shimmying along ledges'
    url: 'https://gamemechanics.org/patterns/shimmying-along-ledges'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Taxi missions'
    url: 'https://gamemechanics.org/patterns/taxi-missions'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Player death animations'
    url: 'https://gamemechanics.org/patterns/player-death-animations'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Enemy hit reaction'
    url: 'https://gamemechanics.org/patterns/enemy-hit-reaction'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Enemy death animation'
    url: 'https://gamemechanics.org/patterns/enemy-death-animation'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Player damage feedback'
    url: 'https://gamemechanics.org/patterns/player-damage-feedback'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Fast travel'
    url: 'https://gamemechanics.org/patterns/fast-travel'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Torch'
    url: 'https://gamemechanics.org/patterns/torch'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Set-piece'
    url: 'https://gamemechanics.org/patterns/set-piece'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Shooting out lights'
    url: 'https://gamemechanics.org/patterns/shooting-out-lights'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic menu'
    url: 'https://gamemechanics.org/patterns/diegetic-menu'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Player as savior'
    url: 'https://gamemechanics.org/patterns/player-as-savior'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Heat haze'
    url: 'https://gamemechanics.org/patterns/heat-haze'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Terrain deformation'
    url: 'https://gamemechanics.org/patterns/terrain-deformation'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Floating health bars'
    url: 'https://gamemechanics.org/patterns/floating-health-bars'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Character customization'
    url: 'https://gamemechanics.org/patterns/character-customization'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Health display'
    url: 'https://gamemechanics.org/patterns/health-display'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Health-based character portrait'
    url: 'https://gamemechanics.org/patterns/health-based-character-portrait'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: All-or-nothing gore'
    url: 'https://gamemechanics.org/patterns/all-or-nothing-gore'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Health stations'
    url: 'https://gamemechanics.org/patterns/health-stations'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Health pickups'
    url: 'https://gamemechanics.org/patterns/health-pickups'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Blood pools'
    url: 'https://gamemechanics.org/patterns/blood-pools'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Invincible until death'
    url: 'https://gamemechanics.org/patterns/invincible-until-death'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Over-the-top blood splashes'
    url: 'https://gamemechanics.org/patterns/over-the-top-blood-splashes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Keycards'
    url: 'https://gamemechanics.org/patterns/keycards'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: In-game cutscene'
    url: 'https://gamemechanics.org/patterns/in-game-cutscene'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Scripted spectacle'
    url: 'https://gamemechanics.org/patterns/scripted-spectacle'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Scripted scares'
    url: 'https://gamemechanics.org/patterns/scripted-scares'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Magnifying glass effect'
    url: 'https://gamemechanics.org/patterns/magnifying-glass-effect'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Moving environmental parts'
    url: 'https://gamemechanics.org/patterns/moving-environmental-parts'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Location-triggered event'
    url: 'https://gamemechanics.org/patterns/location-triggered-event'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Overhead traversal'
    url: 'https://gamemechanics.org/patterns/monkey-bar-traversal'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Combination Lock'
    url: 'https://gamemechanics.org/patterns/combination-lock'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Keypad codes'
    url: 'https://gamemechanics.org/patterns/keypad-codes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Lockpicking'
    url: 'https://gamemechanics.org/patterns/lockpicking'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Sliding down ladders'
    url: 'https://gamemechanics.org/patterns/sliding-down-the-ladder'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Squeezing through narrow spaces'
    url: 'https://gamemechanics.org/patterns/squeezing-through-narrow-spaces'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Climbing over fences'
    url: 'https://gamemechanics.org/patterns/climbing-over-fences'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Traveling merchant'
    url: 'https://gamemechanics.org/patterns/traveling-merchant'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Vending machines (shops)'
    url: 'https://gamemechanics.org/patterns/vending-machines-shops'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Cheat codes'
    url: 'https://gamemechanics.org/patterns/cheat-codes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Difficulty level'
    url: 'https://gamemechanics.org/patterns/difficulty-level'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Character classes'
    url: 'https://gamemechanics.org/patterns/character-classes'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Territory liberation'
    url: 'https://gamemechanics.org/patterns/territory-liberation'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Boss hierarchy'
    url: 'https://gamemechanics.org/patterns/boss-hierarchy'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Skill tree'
    url: 'https://gamemechanics.org/patterns/skill-tree'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Perk system'
    url: 'https://gamemechanics.org/patterns/perk-system'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Playable cutscene'
    url: 'https://gamemechanics.org/patterns/playable-cutscene'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Look-Around cutscene'
    url: 'https://gamemechanics.org/patterns/look-around-cutscene'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Limb ripping'
    url: 'https://gamemechanics.org/patterns/limb-ripping'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Blood footprints'
    url: 'https://gamemechanics.org/patterns/blood-footprints'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Stealing cars'
    url: 'https://gamemechanics.org/patterns/stealing-cars'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Leaving mission area'
    url: 'https://gamemechanics.org/patterns/leaving-mission-area'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Telekinesis'
    url: 'https://gamemechanics.org/patterns/telekinesis'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Forced return to map'
    url: 'https://gamemechanics.org/patterns/forced-return-to-map'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Showing door lock state'
    url: 'https://gamemechanics.org/patterns/showing-door-lock-state'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Broken sense of isolation'
    url: 'https://gamemechanics.org/patterns/broken-sense-of-isolation'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Natural world boundaries'
    url: 'https://gamemechanics.org/patterns/natural-world-boundaries'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Secret early ending'
    url: 'https://gamemechanics.org/patterns/secret-early-ending'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Carjacking'
    url: 'https://gamemechanics.org/patterns/carjacking'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Parachuting'
    url: 'https://gamemechanics.org/patterns/parachuting'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Gibbing'
    url: 'https://gamemechanics.org/patterns/gibbing'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Exploding heads'
    url: 'https://gamemechanics.org/patterns/exploding-heads'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Cutting enemies in half'
    url: 'https://gamemechanics.org/patterns/cutting-in-half'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Ripping enemies apart'
    url: 'https://gamemechanics.org/patterns/ripping-apart'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Shredding enemies'
    url: 'https://gamemechanics.org/patterns/shredding'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Head crushing'
    url: 'https://gamemechanics.org/patterns/head-crushing'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Spine ripping'
    url: 'https://gamemechanics.org/patterns/spine-ripping'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Raindrops on screen'
    url: 'https://gamemechanics.org/patterns/raindrops-on-screen'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Shooting down helicopters'
    url: 'https://gamemechanics.org/patterns/shooting-down-helicopters'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Casting shadow'
    url: 'https://gamemechanics.org/patterns/casting-shadow'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Searchlights'
    url: 'https://gamemechanics.org/patterns/searchlights'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Walking on ice'
    url: 'https://gamemechanics.org/patterns/walking-on-ice'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Tornado'
    url: 'https://gamemechanics.org/patterns/tornado'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Moving lights'
    url: 'https://gamemechanics.org/patterns/moving-lights'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Fog'
    url: 'https://gamemechanics.org/patterns/fog'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic vehicle repair'
    url: 'https://gamemechanics.org/patterns/diegetic-vehicle-repair'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Traces in snow'
    url: 'https://gamemechanics.org/patterns/traces-in-snow'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Snowstorm'
    url: 'https://gamemechanics.org/patterns/snowstorm'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Snow'
    url: 'https://gamemechanics.org/patterns/snow'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Thunderstorm'
    url: 'https://gamemechanics.org/patterns/thunderstorm'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Rain'
    url: 'https://gamemechanics.org/patterns/rain'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic ammo display'
    url: 'https://gamemechanics.org/patterns/diegetic-ammo-display'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic map'
    url: 'https://gamemechanics.org/patterns/diegetic-map'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic interface'
    url: 'https://gamemechanics.org/patterns/diegetic-interface'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Force-opening doors'
    url: 'https://gamemechanics.org/patterns/force-opening-doors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic healing'
    url: 'https://gamemechanics.org/patterns/diegetic-healing'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Low health feedback'
    url: 'https://gamemechanics.org/patterns/low-health-feedback'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic health display'
    url: 'https://gamemechanics.org/patterns/diegetic-health-display'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Protagonist Self-Hints AKA: Talking to Yourself'
    url: 'https://gamemechanics.org/patterns/protagonist-self-hints'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Quick Time Events (QTEs)'
    url: 'https://gamemechanics.org/patterns/quick-time-events'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Smoke and flare markers'
    url: 'https://gamemechanics.org/patterns/smoke-and-flare-markers'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Electrifying water'
    url: 'https://gamemechanics.org/patterns/electrifying-water'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Electrocuting enemies'
    url: 'https://gamemechanics.org/patterns/electricuting-enemies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Electrical hazards'
    url: 'https://gamemechanics.org/patterns/electrical-hazards'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Bullet impact desync'
    url: 'https://gamemechanics.org/patterns/bullet-impact-desync'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Flickering lights'
    url: 'https://gamemechanics.org/patterns/flickering-lights'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Water light reflections'
    url: 'https://gamemechanics.org/patterns/water-light-reflections'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Wall-penetrating weapons'
    url: 'https://gamemechanics.org/patterns/wall-penetrating-weapons'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Zipline'
    url: 'https://gamemechanics.org/patterns/zipline'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Magical vision'
    url: 'https://gamemechanics.org/patterns/magical-vision'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Broken mirrors'
    url: 'https://gamemechanics.org/patterns/broken-mirrors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Fake mirrors (without reflection)'
    url: 'https://gamemechanics.org/patterns/fake-mirrors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Freezing enemies'
    url: 'https://gamemechanics.org/patterns/freezing-enemies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Sinking in swamp'
    url: 'https://gamemechanics.org/patterns/sinking-in-swamp'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: See-through vision (X-ray)'
    url: 'https://gamemechanics.org/patterns/see-through-vision'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Thermal vision'
    url: 'https://gamemechanics.org/patterns/thermal-vision'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Night vision'
    url: 'https://gamemechanics.org/patterns/night-vision'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Pilotable mech'
    url: 'https://gamemechanics.org/patterns/pilotable-mech'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Recon drone'
    url: 'https://gamemechanics.org/patterns/recon-drone'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Self-guided missiles'
    url: 'https://gamemechanics.org/patterns/self-guided-missiles'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Lava'
    url: 'https://gamemechanics.org/patterns/lava'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Sniping'
    url: 'https://gamemechanics.org/patterns/sniping'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Wreck model replacement'
    url: 'https://gamemechanics.org/patterns/wreck-model-replacement'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Vehicle destruction debris'
    url: 'https://gamemechanics.org/patterns/vehicle-destruction-debris'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Wet and reflecting surfaces'
    url: 'https://gamemechanics.org/patterns/wet-surfaces'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Feeding enemies to creatures'
    url: 'https://gamemechanics.org/patterns/feeding-enemies-to-creatures'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Flashlight'
    url: 'https://gamemechanics.org/patterns/flashlight'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Forced path'
    url: 'https://gamemechanics.org/patterns/forced-path'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Throwing objects'
    url: 'https://gamemechanics.org/patterns/throwing-objects'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Throwing enemies'
    url: 'https://gamemechanics.org/patterns/throwing-enemies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Day & night cycle'
    url: 'https://gamemechanics.org/patterns/day-night-cycle'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Enemy health bars'
    url: 'https://gamemechanics.org/patterns/enemy-health-bars'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Blood decals'
    url: 'https://gamemechanics.org/patterns/blood-decals'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Blood splatters'
    url: 'https://gamemechanics.org/patterns/blood-splatters'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Chipping concrete'
    url: 'https://gamemechanics.org/patterns/chipping-concrete'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Enemy outpost respawn'
    url: 'https://gamemechanics.org/patterns/enemy-outpost-respawn'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Outpost clearing'
    url: 'https://gamemechanics.org/patterns/outpost-clearing'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diving'
    url: 'https://gamemechanics.org/patterns/diving'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Swimming'
    url: 'https://gamemechanics.org/patterns/swimming'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Diegetic (in world) hints'
    url: 'https://gamemechanics.org/patterns/diegetic-hints'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Toxic liquids'
    url: 'https://gamemechanics.org/patterns/toxic-liquids'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Running NPCs over'
    url: 'https://gamemechanics.org/patterns/running-npcs-over'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Disappearing bodies and wrecks'
    url: 'https://gamemechanics.org/patterns/disappearing-bodies-and-wrecks'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: TV & movies'
    url: 'https://gamemechanics.org/patterns/tv-movies'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Tire tracks'
    url: 'https://gamemechanics.org/patterns/tire-tracks'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: CCTV access'
    url: 'https://gamemechanics.org/patterns/cctv-access'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Surveillance / security cameras'
    url: 'https://gamemechanics.org/patterns/surveillance-cameras'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Artificial progression gate'
    url: 'https://gamemechanics.org/patterns/artificial-progression-gate'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Trackable footprints'
    url: 'https://gamemechanics.org/patterns/trackable-footprints'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Footprints'
    url: 'https://gamemechanics.org/patterns/footprints'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Bullet time'
    url: 'https://gamemechanics.org/patterns/bullet-time'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Bullet cam'
    url: 'https://gamemechanics.org/patterns/bullet-cam'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Invisibility'
    url: 'https://gamemechanics.org/patterns/invisibility'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Jetpack'
    url: 'https://gamemechanics.org/patterns/jetpack'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Jump / boost packs'
    url: 'https://gamemechanics.org/patterns/jump-boost-packs'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Mirrors'
    url: 'https://gamemechanics.org/patterns/mirrors'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Wingsuit'
    url: 'https://gamemechanics.org/patterns/wingsuit'
    description: Original pattern entry and reference gallery.
  - title: 'Game Mechanics: Cutting down trees with bullets'
    url: 'https://gamemechanics.org/patterns/cutting-down-trees-with-bullets'
    description: Original pattern entry and reference gallery.
counts:
  families: 199
  branches: 199
  variants: 199
url: 'https://gamemechanics.pro/en/mechanics/game-mechanics/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/game-mechanics.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Editorial reference index based on the 199 public Game Mechanics pattern pages
  checked on 2026-10-20. Original concise RU/EN definitions by
  gamemechanics.pro; pattern names, category associations and game-reference
  URLs retained from gamemechanics.org. The source gallery includes a film
  analogy. Linked materials retain their original rights; references are
  upstream attributions, not independent verification.
---
# Game design techniques

All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source.

## Movement

<a id="gm-category-movement"></a>

### 1. Opening doors

<a id="gm-opening-doors"></a>
id: gm-opening-doors
canonicalId: game-mechanics--gm-opening-doors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-opening-doors

A player action changes a door into a passable state.

#### How the technique works

<a id="gm-opening-doors-rule"></a>
- A player action changes a door into a passable state. <a id="gm-opening-doors-definition"></a>

#### References and further reading

- [Montezuma's Revenge (1984)](https://gamemechanics.org/patterns/opening-doors/game/montezumas-revenge)
- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/opening-doors/game/wolfenstein-3d)
- [Doom (1993)](https://gamemechanics.org/patterns/opening-doors/game/doom)
- [Resident Evil (1996)](https://gamemechanics.org/patterns/opening-doors/game/resident-evil)
- [Hitman 2: Silent Assassin (2002)](https://gamemechanics.org/patterns/opening-doors/game/hitman-2-silent-assassin)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/opening-doors/game/tom-clancys-splinter-cell)
- [Resident Evil Remake (2002)](https://gamemechanics.org/patterns/opening-doors/game/resident-evil-remake)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/opening-doors/game/doom-3)

- [Game Mechanics: Opening doors](https://gamemechanics.org/patterns/opening-doors)

### 2. Walking on stairs

<a id="gm-walking-on-stairs"></a>
id: gm-walking-on-stairs
canonicalId: game-mechanics--gm-walking-on-stairs
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-walking-on-stairs

Character locomotion accommodates steps and elevation changes.

#### How the technique works

<a id="gm-walking-on-stairs-rule"></a>
- Character locomotion accommodates steps and elevation changes. <a id="gm-walking-on-stairs-definition"></a>

#### References and further reading

- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/walking-on-stairs/game/condemned-criminal-origins)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/walking-on-stairs/game/the-last-of-us)

- [Game Mechanics: Walking on stairs](https://gamemechanics.org/patterns/walking-on-stairs)

### 3. Climbing ladders

<a id="gm-climbing-ladders"></a>
id: gm-climbing-ladders
canonicalId: game-mechanics--gm-climbing-ladders
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-climbing-ladders

A ladder provides a controllable route between elevations.

#### How the technique works

<a id="gm-climbing-ladders-rule"></a>
- A ladder provides a controllable route between elevations. <a id="gm-climbing-ladders-definition"></a>

#### References and further reading

- [Montezuma's Revenge (1984)](https://gamemechanics.org/patterns/climbing-ladders/game/montezumas-revenge)
- [Tomb Raider II (1997)](https://gamemechanics.org/patterns/climbing-ladders/game/tomb-raider-ii)
- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/climbing-ladders/game/return-to-castle-wolfenstein)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/climbing-ladders/game/doom-3)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/climbing-ladders/game/f-e-a-r-2-project-origin)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/climbing-ladders/game/far-cry-3)

- [Game Mechanics: Climbing ladders](https://gamemechanics.org/patterns/climbing-ladders)

### 4. Jumping to ledges

<a id="gm-jumping-to-ledges"></a>
id: gm-jumping-to-ledges
canonicalId: game-mechanics--gm-jumping-to-ledges
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-jumping-to-ledges

A jump ends by grabbing an edge rather than landing normally.

#### How the technique works

<a id="gm-jumping-to-ledges-rule"></a>
- A jump ends by grabbing an edge rather than landing normally. <a id="gm-jumping-to-ledges-definition"></a>

#### References and further reading

- [Prince of Persia (1989)](https://gamemechanics.org/patterns/jumping-to-ledges/game/prince-of-persia)
- [Tomb Raider III (1998)](https://gamemechanics.org/patterns/jumping-to-ledges/game/tomb-raider-iii)
- [Prince of Persia: Classic (2007)](https://gamemechanics.org/patterns/jumping-to-ledges/game/prince-of-persia-classic)
- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/jumping-to-ledges/game/uncharted-drakes-fortune)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/jumping-to-ledges/game/uncharted-4-a-thiefs-end)
- [Shadow of the Tomb Raider (2018)](https://gamemechanics.org/patterns/jumping-to-ledges/game/shadow-of-the-tomb-raider)

- [Game Mechanics: Jumping to ledges](https://gamemechanics.org/patterns/jumping-to-ledges)

### 5. Ledge climb-up

<a id="gm-ledge-climb-up"></a>
id: gm-ledge-climb-up
canonicalId: game-mechanics--gm-ledge-climb-up
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-ledge-climb-up

The character pulls up from a hanging grip onto a support.

#### How the technique works

<a id="gm-ledge-climb-up-rule"></a>
- The character pulls up from a hanging grip onto a support. <a id="gm-ledge-climb-up-definition"></a>

#### References and further reading

- [Prince of Persia (1989)](https://gamemechanics.org/patterns/ledge-climb-up/game/prince-of-persia)
- [Tomb Raider (1996)](https://gamemechanics.org/patterns/ledge-climb-up/game/tomb-raider)
- [Prince of Persia: Classic (2007)](https://gamemechanics.org/patterns/ledge-climb-up/game/prince-of-persia-classic)
- [Hitman: Absolution (2012)](https://gamemechanics.org/patterns/ledge-climb-up/game/hitman-absolution)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/ledge-climb-up/game/the-last-of-us)
- [Outlast (2013)](https://gamemechanics.org/patterns/ledge-climb-up/game/outlast)

- [Game Mechanics: Ledge climb-up](https://gamemechanics.org/patterns/ledge-climb-up)

### 6. Swimming

<a id="gm-swimming"></a>
id: gm-swimming
canonicalId: game-mechanics--gm-swimming
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-swimming

Water supports a distinct character movement mode.

#### How the technique works

<a id="gm-swimming-rule"></a>
- Water supports a distinct character movement mode. <a id="gm-swimming-definition"></a>

#### References and further reading

- [Gothic (2001)](https://gamemechanics.org/patterns/swimming/game/gothic)
- [The Witcher 3: Wild Hunt (2015)](https://gamemechanics.org/patterns/swimming/game/the-witcher-3-wild-hunt)
- [Watch Dogs 2 (2016)](https://gamemechanics.org/patterns/swimming/game/watch_dogs-2)
- [Battlefield 1 (2016)](https://gamemechanics.org/patterns/swimming/game/battlefield-1)
- [Sea of Thieves (2018)](https://gamemechanics.org/patterns/swimming/game/sea-of-thieves)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/swimming/game/tom-clancys-ghost-recon-breakpoint)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/swimming/game/sniper-ghost-warrior-contracts-2)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/swimming/game/sons-of-the-forest)

- [Game Mechanics: Swimming](https://gamemechanics.org/patterns/swimming)

### 7. Diving

<a id="gm-diving"></a>
id: gm-diving
canonicalId: game-mechanics--gm-diving
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diving

The character travels below the water surface.

#### How the technique works

<a id="gm-diving-rule"></a>
- The character travels below the water surface. <a id="gm-diving-definition"></a>

#### References and further reading

- [Tomb Raider (1996)](https://gamemechanics.org/patterns/diving/game/tomb-raider)
- [Gothic (2001)](https://gamemechanics.org/patterns/diving/game/gothic)
- [Tomb Raider: Underworld (2008)](https://gamemechanics.org/patterns/diving/game/tomb-raider-underworld)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/diving/game/far-cry-3)
- [Assassin's Creed IV: Black Flag (2013)](https://gamemechanics.org/patterns/diving/game/assassins-creed-iv-black-flag)
- [Rise of the Tomb Raider (2016)](https://gamemechanics.org/patterns/diving/game/rise-of-the-tomb-raider)
- [Sea of Thieves (2018)](https://gamemechanics.org/patterns/diving/game/sea-of-thieves)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/diving/game/tom-clancys-ghost-recon-breakpoint)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/diving/game/sniper-ghost-warrior-contracts-2)
- [Dying Light 2 Stay Human (2022)](https://gamemechanics.org/patterns/diving/game/dying-light-2)

- [Game Mechanics: Diving](https://gamemechanics.org/patterns/diving)

### 8. Climbing over fences

<a id="gm-climbing-over-fences"></a>
id: gm-climbing-over-fences
canonicalId: game-mechanics--gm-climbing-over-fences
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-climbing-over-fences

The character crosses over a barrier instead of going around it.

#### How the technique works

<a id="gm-climbing-over-fences-rule"></a>
- The character crosses over a barrier instead of going around it. <a id="gm-climbing-over-fences-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/climbing-over-fences/game/tom-clancys-splinter-cell)

- [Game Mechanics: Climbing over fences](https://gamemechanics.org/patterns/climbing-over-fences)

### 9. Crawling through vents

<a id="gm-crawling-through-vents"></a>
id: gm-crawling-through-vents
canonicalId: game-mechanics--gm-crawling-through-vents
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-crawling-through-vents

Ventilation ducts provide a confined alternative route through a level.

#### How the technique works

<a id="gm-crawling-through-vents-rule"></a>
- Ventilation ducts provide a confined alternative route through a level. <a id="gm-crawling-through-vents-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/crawling-through-vents/game/duke-nukem-3d)
- [Deus Ex (2000)](https://gamemechanics.org/patterns/crawling-through-vents/game/deus-ex)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/crawling-through-vents/game/doom-3)
- [Tom Clancy's Splinter Cell: Chaos Theory (2005)](https://gamemechanics.org/patterns/crawling-through-vents/game/tom-clancys-splinter-cell-chaos-theory)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/crawling-through-vents/game/f-e-a-r-2-project-origin)
- [Outlast (2013)](https://gamemechanics.org/patterns/crawling-through-vents/game/outlast)

- [Game Mechanics: Crawling through vents](https://gamemechanics.org/patterns/crawling-through-vents)

### 10. Squeezing through narrow spaces

<a id="gm-squeezing-through-narrow-spaces"></a>
id: gm-squeezing-through-narrow-spaces
canonicalId: game-mechanics--gm-squeezing-through-narrow-spaces
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-squeezing-through-narrow-spaces

A special pose enables passage where normal movement does not fit.

#### How the technique works

<a id="gm-squeezing-through-narrow-spaces-rule"></a>
- A special pose enables passage where normal movement does not fit. <a id="gm-squeezing-through-narrow-spaces-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/squeezing-through-narrow-spaces/game/tom-clancys-splinter-cell)
- [Outlast (2013)](https://gamemechanics.org/patterns/squeezing-through-narrow-spaces/game/outlast)

- [Game Mechanics: Squeezing through narrow spaces](https://gamemechanics.org/patterns/squeezing-through-narrow-spaces)

### 11. Crawling under floors

<a id="gm-crawling-under-floors"></a>
id: gm-crawling-under-floors
canonicalId: game-mechanics--gm-crawling-under-floors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-crawling-under-floors

A low passage beneath flooring provides a traversal route.

#### How the technique works

<a id="gm-crawling-under-floors-rule"></a>
- A low passage beneath flooring provides a traversal route. <a id="gm-crawling-under-floors-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/crawling-under-floors/game/doom-3)

- [Game Mechanics: Crawling under floors](https://gamemechanics.org/patterns/crawling-under-floors)

### 12. Ledge jumping

<a id="gm-ledge-jumping"></a>
id: gm-ledge-jumping
canonicalId: game-mechanics--gm-ledge-jumping
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-ledge-jumping

The character jumps from one climbing grip to another.

#### How the technique works

<a id="gm-ledge-jumping-rule"></a>
- The character jumps from one climbing grip to another. <a id="gm-ledge-jumping-definition"></a>

#### References and further reading

- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/ledge-jumping/game/uncharted-drakes-fortune)
- [Tomb Raider: Underworld (2008)](https://gamemechanics.org/patterns/ledge-jumping/game/tomb-raider-underworld)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/ledge-jumping/game/uncharted-4-a-thiefs-end)

- [Game Mechanics: Ledge jumping](https://gamemechanics.org/patterns/ledge-jumping)

### 13. Shimmying along ledges

<a id="gm-shimmying-along-ledges"></a>
id: gm-shimmying-along-ledges
canonicalId: game-mechanics--gm-shimmying-along-ledges
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-shimmying-along-ledges

The character moves sideways while maintaining a grip or narrow foothold.

#### How the technique works

<a id="gm-shimmying-along-ledges-rule"></a>
- The character moves sideways while maintaining a grip or narrow foothold. <a id="gm-shimmying-along-ledges-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/shimmying-along-ledges/game/tom-clancys-splinter-cell)
- [Prince of Persia: The Sands of Time (2003)](https://gamemechanics.org/patterns/shimmying-along-ledges/game/prince-of-persia-the-sands-of-time)
- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/shimmying-along-ledges/game/uncharted-drakes-fortune)
- [Tomb Raider: Underworld (2008)](https://gamemechanics.org/patterns/shimmying-along-ledges/game/tomb-raider-underworld)
- [Prince of Persia: The Forgotten Sands (2010)](https://gamemechanics.org/patterns/shimmying-along-ledges/game/prince-of-persia-the-forgotten-sands)

- [Game Mechanics: Shimmying along ledges](https://gamemechanics.org/patterns/shimmying-along-ledges)

### 14. Fast travel

<a id="gm-fast-travel"></a>
id: gm-fast-travel
canonicalId: game-mechanics--gm-fast-travel
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-fast-travel

The player relocates between distant points without traversing the full route.

#### How the technique works

<a id="gm-fast-travel-rule"></a>
- The player relocates between distant points without traversing the full route. <a id="gm-fast-travel-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/fast-travel/game/far-cry-2)
- [The Elder Scrolls V: Skyrim (2011)](https://gamemechanics.org/patterns/fast-travel/game/the-elder-scrolls-v-skyrim)
- [Assassin's Creed Odyssey (2018)](https://gamemechanics.org/patterns/fast-travel/game/assassins-creed-odyssey)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/fast-travel/game/tom-clancys-ghost-recon-breakpoint)
- [Judgment (2018)](https://gamemechanics.org/patterns/fast-travel/game/judgment)
- [Far Cry 6 (2023)](https://gamemechanics.org/patterns/fast-travel/game/far-cry-6)
- [Kingdom Come: Deliverance II (2025)](https://gamemechanics.org/patterns/fast-travel/game/kingdom-come-deliverance-ii)

- [Game Mechanics: Fast travel](https://gamemechanics.org/patterns/fast-travel)

### 15. Climbing ropes

<a id="gm-climbing-ropes"></a>
id: gm-climbing-ropes
canonicalId: game-mechanics--gm-climbing-ropes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-climbing-ropes

A hanging rope provides a climbing route.

#### How the technique works

<a id="gm-climbing-ropes-rule"></a>
- A hanging rope provides a climbing route. <a id="gm-climbing-ropes-definition"></a>

#### References and further reading

- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/climbing-ropes/game/uncharted-drakes-fortune)
- [Tomb Raider: Underworld (2008)](https://gamemechanics.org/patterns/climbing-ropes/game/tomb-raider-underworld)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/climbing-ropes/game/uncharted-4-a-thiefs-end)

- [Game Mechanics: Climbing ropes](https://gamemechanics.org/patterns/climbing-ropes)

### 16. Rappelling

<a id="gm-rappelling"></a>
id: gm-rappelling
canonicalId: game-mechanics--gm-rappelling
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-rappelling

A rope supports the character while descending along a surface.

#### How the technique works

<a id="gm-rappelling-rule"></a>
- A rope supports the character while descending along a surface. <a id="gm-rappelling-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/rappelling/game/tom-clancys-splinter-cell)

- [Game Mechanics: Rappelling](https://gamemechanics.org/patterns/rappelling)

### 17. Zipline

<a id="gm-zipline"></a>
id: gm-zipline
canonicalId: game-mechanics--gm-zipline
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-zipline

The character travels along a taut cable using a suspended attachment.

#### How the technique works

<a id="gm-zipline-rule"></a>
- The character travels along a taut cable using a suspended attachment. <a id="gm-zipline-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/zipline/game/tom-clancys-splinter-cell)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/zipline/game/far-cry-3)
- [Killzone Shadow Fall (2013)](https://gamemechanics.org/patterns/zipline/game/killzone-shadow-fall)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/zipline/game/far-cry-5)

- [Game Mechanics: Zipline](https://gamemechanics.org/patterns/zipline)

### 18. Sliding down ladders

<a id="gm-sliding-down-the-ladder"></a>
id: gm-sliding-down-the-ladder
canonicalId: game-mechanics--gm-sliding-down-the-ladder
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-sliding-down-the-ladder

The character accelerates descent by sliding along a ladder.

#### How the technique works

<a id="gm-sliding-down-the-ladder-rule"></a>
- The character accelerates descent by sliding along a ladder. <a id="gm-sliding-down-the-ladder-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/sliding-down-the-ladder/game/tom-clancys-splinter-cell)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/sliding-down-the-ladder/game/far-cry-3)

- [Game Mechanics: Sliding down ladders](https://gamemechanics.org/patterns/sliding-down-the-ladder)

### 19. Overhead traversal

<a id="gm-monkey-bar-traversal"></a>
id: gm-monkey-bar-traversal
canonicalId: game-mechanics--gm-monkey-bar-traversal
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-monkey-bar-traversal

The character traverses beneath overhead supports using handholds.

#### How the technique works

<a id="gm-monkey-bar-traversal-rule"></a>
- The character traverses beneath overhead supports using handholds. <a id="gm-monkey-bar-traversal-definition"></a>

#### References and further reading

- [Tomb Raider III (1998)](https://gamemechanics.org/patterns/monkey-bar-traversal/game/tomb-raider-iii)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/monkey-bar-traversal/game/tom-clancys-splinter-cell)
- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/monkey-bar-traversal/game/uncharted-drakes-fortune)

- [Game Mechanics: Overhead traversal](https://gamemechanics.org/patterns/monkey-bar-traversal)

### 20. Tyrolean traverse

<a id="gm-tyrolean-traverse"></a>
id: gm-tyrolean-traverse
canonicalId: game-mechanics--gm-tyrolean-traverse
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-tyrolean-traverse

The character crosses a gap hand over hand along a rope.

#### How the technique works

<a id="gm-tyrolean-traverse-rule"></a>
- The character crosses a gap hand over hand along a rope. <a id="gm-tyrolean-traverse-definition"></a>

#### References and further reading

- [Shadow of the Tomb Raider (2018)](https://gamemechanics.org/patterns/tyrolean-traverse/game/shadow-of-the-tomb-raider)

- [Game Mechanics: Tyrolean traverse](https://gamemechanics.org/patterns/tyrolean-traverse)

### 21. Walking on ice

<a id="gm-walking-on-ice"></a>
id: gm-walking-on-ice
canonicalId: game-mechanics--gm-walking-on-ice
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-walking-on-ice

An icy surface changes traction and movement control.

#### How the technique works

<a id="gm-walking-on-ice-rule"></a>
- An icy surface changes traction and movement control. <a id="gm-walking-on-ice-definition"></a>

#### References and further reading

- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/walking-on-ice/game/red-dead-redemption-2)
- [Assassin's Creed Shadows (2025)](https://gamemechanics.org/patterns/walking-on-ice/game/assassins-creed-shadows)

- [Game Mechanics: Walking on ice](https://gamemechanics.org/patterns/walking-on-ice)

### 22. Parachuting

<a id="gm-parachuting"></a>
id: gm-parachuting
canonicalId: game-mechanics--gm-parachuting
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-parachuting

A deployed parachute slows descent and enables landing control.

#### How the technique works

<a id="gm-parachuting-rule"></a>
- A deployed parachute slows descent and enables landing control. <a id="gm-parachuting-definition"></a>

#### References and further reading

- [Call of Duty: Warzone (2022)](https://gamemechanics.org/patterns/parachuting/game/call-of-duty-warzone)
- [Tom Clancy's Ghost Recon: Wildlands (2017)](https://gamemechanics.org/patterns/parachuting/game/tom-clancys-ghost-recon-wildlands)
- [PUBG: BATTLEGROUNDS (2017)](https://gamemechanics.org/patterns/parachuting/game/pubg-battlegrounds)

- [Game Mechanics: Parachuting](https://gamemechanics.org/patterns/parachuting)

### 23. Wall running on ropes

<a id="gm-wall-running-on-ropes"></a>
id: gm-wall-running-on-ropes
canonicalId: game-mechanics--gm-wall-running-on-ropes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-wall-running-on-ropes

A rope supports lateral movement across a vertical surface.

#### How the technique works

<a id="gm-wall-running-on-ropes-rule"></a>
- A rope supports lateral movement across a vertical surface. <a id="gm-wall-running-on-ropes-definition"></a>

#### References and further reading

- [Uncharted: The Lost Legacy (2017)](https://gamemechanics.org/patterns/wall-running-on-ropes/game/uncharted-the-lost-legacy)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/wall-running-on-ropes/game/uncharted-4-a-thiefs-end)

- [Game Mechanics: Wall running on ropes](https://gamemechanics.org/patterns/wall-running-on-ropes)

### 24. Jetpack

<a id="gm-jetpack"></a>
id: gm-jetpack
canonicalId: game-mechanics--gm-jetpack
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-jetpack

Thrust lets a character ascend or remain airborne.

#### How the technique works

<a id="gm-jetpack-rule"></a>
- Thrust lets a character ascend or remain airborne. <a id="gm-jetpack-definition"></a>

#### References and further reading

- [Mass Effect: Andromeda (2017)](https://gamemechanics.org/patterns/jetpack/game/mass-effect-andromeda)
- [Halo: Reach (2010)](https://gamemechanics.org/patterns/jetpack/game/halo-reach)

- [Game Mechanics: Jetpack](https://gamemechanics.org/patterns/jetpack)

### 25. Jump / boost packs

<a id="gm-jump-boost-packs"></a>
id: gm-jump-boost-packs
canonicalId: game-mechanics--gm-jump-boost-packs
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-jump-boost-packs

A brief boost extends a jump or airborne movement.

#### How the technique works

<a id="gm-jump-boost-packs-rule"></a>
- A brief boost extends a jump or airborne movement. <a id="gm-jump-boost-packs-definition"></a>

#### References and further reading

- [Starfield (2023)](https://gamemechanics.org/patterns/jump-boost-packs/game/starfield)

- [Game Mechanics: Jump / boost packs](https://gamemechanics.org/patterns/jump-boost-packs)

### 26. Wingsuit

<a id="gm-wingsuit"></a>
id: gm-wingsuit
canonicalId: game-mechanics--gm-wingsuit
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-wingsuit

A suit enables gliding and control over descent.

#### How the technique works

<a id="gm-wingsuit-rule"></a>
- A suit enables gliding and control over descent. <a id="gm-wingsuit-definition"></a>

#### References and further reading

- [Just Cause 3 (2015)](https://gamemechanics.org/patterns/wingsuit/game/just-cause-3)
- [Call of Duty: Black Ops 2 (2012)](https://gamemechanics.org/patterns/wingsuit/game/call-of-duty-black-ops-2)
- [Call of Duty: Black Ops 7 (2025)](https://gamemechanics.org/patterns/wingsuit/game/call-of-duty-black-ops-7)
- [Steep (2016)](https://gamemechanics.org/patterns/wingsuit/game/steep)
- [Riders Republic (2023)](https://gamemechanics.org/patterns/wingsuit/game/riders-republic)
- [Batman: Arkham Origins (2013)](https://gamemechanics.org/patterns/wingsuit/game/batman-arkham-origins)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/wingsuit/game/far-cry-4)

- [Game Mechanics: Wingsuit](https://gamemechanics.org/patterns/wingsuit)

## World interactions

<a id="gm-category-world-interactions"></a>

### 27. Elevators

<a id="gm-elevators"></a>
id: gm-elevators
canonicalId: game-mechanics--gm-elevators
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-elevators

A moving platform transports the character between elevations.

#### How the technique works

<a id="gm-elevators-rule"></a>
- A moving platform transports the character between elevations. <a id="gm-elevators-definition"></a>

#### References and further reading

- [Hitman: Codename 47 (2000)](https://gamemechanics.org/patterns/elevators/game/hitman-codename-47)
- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/elevators/game/half-life-2)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/elevators/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Elevators](https://gamemechanics.org/patterns/elevators)

### 28. Terrain deformation

<a id="gm-terrain-deformation"></a>
id: gm-terrain-deformation
canonicalId: game-mechanics--gm-terrain-deformation
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-terrain-deformation

Interactions alter the ground's shape during play.

#### How the technique works

<a id="gm-terrain-deformation-rule"></a>
- Interactions alter the ground's shape during play. <a id="gm-terrain-deformation-definition"></a>

#### References and further reading

- [Call of Duty (2003)](https://gamemechanics.org/patterns/terrain-deformation/game/call-of-duty)
- [Far Cry (2004)](https://gamemechanics.org/patterns/terrain-deformation/game/far-cry)
- [Mercenaries 2: World in Flames (2008)](https://gamemechanics.org/patterns/terrain-deformation/game/mercenaries-2-world-in-flames)
- [MX vs. ATV Reflex (2009)](https://gamemechanics.org/patterns/terrain-deformation/game/mx-vs-atv-reflex)
- [Battlefield: Bad Company 2 (2010)](https://gamemechanics.org/patterns/terrain-deformation/game/battlefield-bad-company-2)
- [Off-Road Drive (2011)](https://gamemechanics.org/patterns/terrain-deformation/game/off-road-drive)
- [SnowRunner (2021)](https://gamemechanics.org/patterns/terrain-deformation/game/snowrunner)
- [Enlisted (2024)](https://gamemechanics.org/patterns/terrain-deformation/game/enlisted)

- [Game Mechanics: Terrain deformation](https://gamemechanics.org/patterns/terrain-deformation)

## Combat

<a id="gm-category-combat"></a>

### 29. Player damage feedback

<a id="gm-player-damage-feedback"></a>
id: gm-player-damage-feedback
canonicalId: game-mechanics--gm-player-damage-feedback
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-player-damage-feedback

Visuals, audio or interface cues communicate a hit to the player.

#### How the technique works

<a id="gm-player-damage-feedback-rule"></a>
- Visuals, audio or interface cues communicate a hit to the player. <a id="gm-player-damage-feedback-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/player-damage-feedback/game/return-to-castle-wolfenstein)
- [Call of Duty (2003)](https://gamemechanics.org/patterns/player-damage-feedback/game/call-of-duty)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/player-damage-feedback/game/condemned-criminal-origins)

- [Game Mechanics: Player damage feedback](https://gamemechanics.org/patterns/player-damage-feedback)

### 30. Enemy hit reaction

<a id="gm-enemy-hit-reaction"></a>
id: gm-enemy-hit-reaction
canonicalId: game-mechanics--gm-enemy-hit-reaction
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-enemy-hit-reaction

A hit produces visible movement or interrupts an enemy action.

#### How the technique works

<a id="gm-enemy-hit-reaction-rule"></a>
- A hit produces visible movement or interrupts an enemy action. <a id="gm-enemy-hit-reaction-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/enemy-hit-reaction/game/wolfenstein-3d)
- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/enemy-hit-reaction/game/robocop-rogue-city)

- [Game Mechanics: Enemy hit reaction](https://gamemechanics.org/patterns/enemy-hit-reaction)

### 31. Enemies reloading weapons

<a id="gm-enemies-reloading-weapons"></a>
id: gm-enemies-reloading-weapons
canonicalId: game-mechanics--gm-enemies-reloading-weapons
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-enemies-reloading-weapons

An emptied magazine makes an enemy pause firing to reload.

#### How the technique works

<a id="gm-enemies-reloading-weapons-rule"></a>
- An emptied magazine makes an enemy pause firing to reload. <a id="gm-enemies-reloading-weapons-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/enemies-reloading-weapons/game/return-to-castle-wolfenstein)

- [Game Mechanics: Enemies reloading weapons](https://gamemechanics.org/patterns/enemies-reloading-weapons)

### 32. Struggle escape

<a id="gm-struggle-escape"></a>
id: gm-struggle-escape
canonicalId: game-mechanics--gm-struggle-escape
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-struggle-escape

A captured player performs an action to break free.

#### How the technique works

<a id="gm-struggle-escape-rule"></a>
- A captured player performs an action to break free. <a id="gm-struggle-escape-definition"></a>

#### References and further reading

- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/struggle-escape/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Struggle escape](https://gamemechanics.org/patterns/struggle-escape)

### 33. Stabbing

<a id="gm-stabbing"></a>
id: gm-stabbing
canonicalId: game-mechanics--gm-stabbing
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-stabbing

A close-range thrust strikes the target with a pointed weapon.

#### How the technique works

<a id="gm-stabbing-rule"></a>
- A close-range thrust strikes the target with a pointed weapon. <a id="gm-stabbing-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/stabbing/game/return-to-castle-wolfenstein)

- [Game Mechanics: Stabbing](https://gamemechanics.org/patterns/stabbing)

### 34. Environmental takedowns

<a id="gm-environmental-takedowns"></a>
id: gm-environmental-takedowns
canonicalId: game-mechanics--gm-environmental-takedowns
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-environmental-takedowns

A close-range action uses a nearby object or surface against an enemy.

#### How the technique works

<a id="gm-environmental-takedowns-rule"></a>
- A close-range action uses a nearby object or surface against an enemy. <a id="gm-environmental-takedowns-definition"></a>

#### References and further reading

- [Stranglehold (2007)](https://gamemechanics.org/patterns/environmental-takedowns/game/stranglehold)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/environmental-takedowns/game/bulletstorm)
- [Sleeping Dogs (2012)](https://gamemechanics.org/patterns/environmental-takedowns/game/sleeping-dogs)
- [Dishonored (2012)](https://gamemechanics.org/patterns/environmental-takedowns/game/dishonored)

- [Game Mechanics: Environmental takedowns](https://gamemechanics.org/patterns/environmental-takedowns)

### 35. Sniping

<a id="gm-sniping"></a>
id: gm-sniping
canonicalId: game-mechanics--gm-sniping
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-sniping

Precision aiming enables attacks on distant targets.

#### How the technique works

<a id="gm-sniping-rule"></a>
- Precision aiming enables attacks on distant targets. <a id="gm-sniping-definition"></a>

#### References and further reading

- [Hitman 2: Silent Assassin (2002)](https://gamemechanics.org/patterns/sniping/game/hitman-2-silent-assassin)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/sniping/game/far-cry-3)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/sniping/game/far-cry-4)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/sniping/game/metal-gear-solid-v-the-phantom-pain)
- [Sniper Ghost Warrior Contracts (2019)](https://gamemechanics.org/patterns/sniping/game/sniper-ghost-warrior-contracts)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/sniping/game/sniper-ghost-warrior-contracts-2)

- [Game Mechanics: Sniping](https://gamemechanics.org/patterns/sniping)

### 36. Outpost clearing

<a id="gm-outpost-clearing"></a>
id: gm-outpost-clearing
canonicalId: game-mechanics--gm-outpost-clearing
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-outpost-clearing

Defeating defenders changes an enemy location's state.

#### How the technique works

<a id="gm-outpost-clearing-rule"></a>
- Defeating defenders changes an enemy location's state. <a id="gm-outpost-clearing-definition"></a>

#### References and further reading

- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/outpost-clearing/game/far-cry-4)

- [Game Mechanics: Outpost clearing](https://gamemechanics.org/patterns/outpost-clearing)

### 37. Electrocuting enemies

<a id="gm-electricuting-enemies"></a>
id: gm-electricuting-enemies
canonicalId: game-mechanics--gm-electricuting-enemies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-electricuting-enemies

An electrical effect damages an enemy or disrupts its actions.

#### How the technique works

<a id="gm-electricuting-enemies-rule"></a>
- An electrical effect damages an enemy or disrupts its actions. <a id="gm-electricuting-enemies-definition"></a>

#### References and further reading

- [BioShock (2007)](https://gamemechanics.org/patterns/electricuting-enemies/game/bioshock)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/electricuting-enemies/game/condemned-criminal-origins)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/electricuting-enemies/game/bulletstorm)
- [Dead Island (2011)](https://gamemechanics.org/patterns/electricuting-enemies/game/dead-island)
- [Sleeping Dogs: Definitive Edition (2014)](https://gamemechanics.org/patterns/electricuting-enemies/game/sleeping-dogs-definitive-edition)
- [Dying Light (2015)](https://gamemechanics.org/patterns/electricuting-enemies/game/dying-light)
- [Hitman (2016)](https://gamemechanics.org/patterns/electricuting-enemies/game/hitman)
- [Hitman 2 (2018)](https://gamemechanics.org/patterns/electricuting-enemies/game/hitman-2)

- [Game Mechanics: Electrocuting enemies](https://gamemechanics.org/patterns/electricuting-enemies)

### 38. Freezing enemies

<a id="gm-freezing-enemies"></a>
id: gm-freezing-enemies
canonicalId: game-mechanics--gm-freezing-enemies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-freezing-enemies

Cold places an enemy into a movement-restricting state.

#### How the technique works

<a id="gm-freezing-enemies-rule"></a>
- Cold places an enemy into a movement-restricting state. <a id="gm-freezing-enemies-definition"></a>

#### References and further reading

- [Resident Evil 5 (2009)](https://gamemechanics.org/patterns/freezing-enemies/game/resident-evil-5)
- [Call of Duty: Black Ops (2010)](https://gamemechanics.org/patterns/freezing-enemies/game/call-of-duty-black-ops)
- [Mass Effect 2 (2010)](https://gamemechanics.org/patterns/freezing-enemies/game/mass-effect-2)
- [Resistance 3 (2011)](https://gamemechanics.org/patterns/freezing-enemies/game/resistance-3)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/freezing-enemies/game/duke-nukem-forever)
- [Fallout 4 (2015)](https://gamemechanics.org/patterns/freezing-enemies/game/fallout-4)
- [Dying Light (2015)](https://gamemechanics.org/patterns/freezing-enemies/game/dying-light)
- [Batman: Arkham Knight (2015)](https://gamemechanics.org/patterns/freezing-enemies/game/batman-arkham-knight)
- [Prey (2017)](https://gamemechanics.org/patterns/freezing-enemies/game/prey)
- [Call of Duty: Black Ops 6 (2024)](https://gamemechanics.org/patterns/freezing-enemies/game/call-of-duty-black-ops-6)

- [Game Mechanics: Freezing enemies](https://gamemechanics.org/patterns/freezing-enemies)

### 39. Throwing enemies

<a id="gm-throwing-enemies"></a>
id: gm-throwing-enemies
canonicalId: game-mechanics--gm-throwing-enemies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-throwing-enemies

A grabbed enemy can be thrown through space.

#### How the technique works

<a id="gm-throwing-enemies-rule"></a>
- A grabbed enemy can be thrown through space. <a id="gm-throwing-enemies-definition"></a>

#### References and further reading

- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/throwing-enemies/game/robocop-rogue-city)
- [Dead Rising 2 (2010)](https://gamemechanics.org/patterns/throwing-enemies/game/dead-rising-2)

- [Game Mechanics: Throwing enemies](https://gamemechanics.org/patterns/throwing-enemies)

### 40. Self-guided missiles

<a id="gm-self-guided-missiles"></a>
id: gm-self-guided-missiles
canonicalId: game-mechanics--gm-self-guided-missiles
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-self-guided-missiles

After launch, a missile adjusts its path toward a selected target.

#### How the technique works

<a id="gm-self-guided-missiles-rule"></a>
- After launch, a missile adjusts its path toward a selected target. <a id="gm-self-guided-missiles-definition"></a>

#### References and further reading

- [Resistance 3 (2011)](https://gamemechanics.org/patterns/self-guided-missiles/game/resistance-3)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/self-guided-missiles/game/bulletstorm)

- [Game Mechanics: Self-guided missiles](https://gamemechanics.org/patterns/self-guided-missiles)

### 41. Shooting down helicopters

<a id="gm-shooting-down-helicopters"></a>
id: gm-shooting-down-helicopters
canonicalId: game-mechanics--gm-shooting-down-helicopters
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-shooting-down-helicopters

The player damages an airborne target until it crashes or breaks apart.

#### How the technique works

<a id="gm-shooting-down-helicopters-rule"></a>
- The player damages an airborne target until it crashes or breaks apart. <a id="gm-shooting-down-helicopters-definition"></a>

#### References and further reading

- [Just Cause (2006)](https://gamemechanics.org/patterns/shooting-down-helicopters/game/just-cause)
- [Grand Theft Auto IV (2008)](https://gamemechanics.org/patterns/shooting-down-helicopters/game/grand-theft-auto-iv)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/shooting-down-helicopters/game/metal-gear-solid-v-the-phantom-pain)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/shooting-down-helicopters/game/far-cry-5)

- [Game Mechanics: Shooting down helicopters](https://gamemechanics.org/patterns/shooting-down-helicopters)

## Health

<a id="gm-category-health"></a>

### 42. Health pickups

<a id="gm-health-pickups"></a>
id: gm-health-pickups
canonicalId: game-mechanics--gm-health-pickups
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-health-pickups

Collecting a world object replenishes health.

#### How the technique works

<a id="gm-health-pickups-rule"></a>
- Collecting a world object replenishes health. <a id="gm-health-pickups-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/health-pickups/game/wolfenstein-3d)
- [Doom (1993)](https://gamemechanics.org/patterns/health-pickups/game/doom)
- [Half-Life (1998)](https://gamemechanics.org/patterns/health-pickups/game/half-life)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/health-pickups/game/tom-clancys-splinter-cell)
- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/health-pickups/game/half-life-2)

- [Game Mechanics: Health pickups](https://gamemechanics.org/patterns/health-pickups)

### 43. Health stations

<a id="gm-health-stations"></a>
id: gm-health-stations
canonicalId: game-mechanics--gm-health-stations
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-health-stations

Interacting with a designated device restores health.

#### How the technique works

<a id="gm-health-stations-rule"></a>
- Interacting with a designated device restores health. <a id="gm-health-stations-definition"></a>

#### References and further reading

- [Half-Life (1998)](https://gamemechanics.org/patterns/health-stations/game/half-life)
- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/health-stations/game/half-life-2)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/health-stations/game/doom-3)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/health-stations/game/condemned-criminal-origins)
- [Stranglehold (2007)](https://gamemechanics.org/patterns/health-stations/game/stranglehold)
- [SOMA (2015)](https://gamemechanics.org/patterns/health-stations/game/soma)

- [Game Mechanics: Health stations](https://gamemechanics.org/patterns/health-stations)

### 44. Eating to heal

<a id="gm-eating-to-heal"></a>
id: gm-eating-to-heal
canonicalId: game-mechanics--gm-eating-to-heal
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-eating-to-heal

Eating food replenishes health.

#### How the technique works

<a id="gm-eating-to-heal-rule"></a>
- Eating food replenishes health. <a id="gm-eating-to-heal-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/eating-to-heal/game/return-to-castle-wolfenstein)

- [Game Mechanics: Eating to heal](https://gamemechanics.org/patterns/eating-to-heal)

### 45. Drinking to heal

<a id="gm-drinking-to-heal"></a>
id: gm-drinking-to-heal
canonicalId: game-mechanics--gm-drinking-to-heal
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-drinking-to-heal

Consuming a liquid restores character health.

#### How the technique works

<a id="gm-drinking-to-heal-rule"></a>
- Consuming a liquid restores character health. <a id="gm-drinking-to-heal-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/drinking-to-heal/game/duke-nukem-3d)
- [Prince of Persia: The Sands of Time (2003)](https://gamemechanics.org/patterns/drinking-to-heal/game/prince-of-persia-the-sands-of-time)

- [Game Mechanics: Drinking to heal](https://gamemechanics.org/patterns/drinking-to-heal)

### 46. Resting to heal

<a id="gm-resting-to-heal"></a>
id: gm-resting-to-heal
canonicalId: game-mechanics--gm-resting-to-heal
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-resting-to-heal

Resting or sleeping restores health under the game's rules.

#### How the technique works

<a id="gm-resting-to-heal-rule"></a>
- Resting or sleeping restores health under the game's rules. <a id="gm-resting-to-heal-definition"></a>

#### References and further reading

- [Gothic (2001)](https://gamemechanics.org/patterns/resting-to-heal/game/gothic)
- [Dark Souls: Remastered (2018)](https://gamemechanics.org/patterns/resting-to-heal/game/dark-souls-remastered)
- [Elden Ring (2022)](https://gamemechanics.org/patterns/resting-to-heal/game/elden-ring)
- [The Witcher 3: Wild Hunt (2015)](https://gamemechanics.org/patterns/resting-to-heal/game/the-witcher-3-wild-hunt)

- [Game Mechanics: Resting to heal](https://gamemechanics.org/patterns/resting-to-heal)

### 47. Floating health bars

<a id="gm-floating-health-bars"></a>
id: gm-floating-health-bars
canonicalId: game-mechanics--gm-floating-health-bars
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-floating-health-bars

A health indicator follows a character on screen.

#### How the technique works

<a id="gm-floating-health-bars-rule"></a>
- A health indicator follows a character on screen. <a id="gm-floating-health-bars-definition"></a>

#### References and further reading

- [Assassin's Creed Origins (2017)](https://gamemechanics.org/patterns/floating-health-bars/game/assassins-creed-origins)
- [Far Cry 6 (2023)](https://gamemechanics.org/patterns/floating-health-bars/game/far-cry-6)

- [Game Mechanics: Floating health bars](https://gamemechanics.org/patterns/floating-health-bars)

### 48. Health-based character portrait

<a id="gm-health-based-character-portrait"></a>
id: gm-health-based-character-portrait
canonicalId: game-mechanics--gm-health-based-character-portrait
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-health-based-character-portrait

A face portrait changes with the character's health condition.

#### How the technique works

<a id="gm-health-based-character-portrait-rule"></a>
- A face portrait changes with the character's health condition. <a id="gm-health-based-character-portrait-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/health-based-character-portrait/game/wolfenstein-3d)
- [Doom (1993)](https://gamemechanics.org/patterns/health-based-character-portrait/game/doom)

- [Game Mechanics: Health-based character portrait](https://gamemechanics.org/patterns/health-based-character-portrait)

## Visual feedback

<a id="gm-category-visual-feedback"></a>

### 49. Low health feedback

<a id="gm-low-health-feedback"></a>
id: gm-low-health-feedback
canonicalId: game-mechanics--gm-low-health-feedback
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-low-health-feedback

Distinct cues warn that health is nearly exhausted.

#### How the technique works

<a id="gm-low-health-feedback-rule"></a>
- Distinct cues warn that health is nearly exhausted. <a id="gm-low-health-feedback-definition"></a>

#### References and further reading

- [Call of Duty: Modern Warfare 3 (2011)](https://gamemechanics.org/patterns/low-health-feedback/game/call-of-duty-modern-warfare-3)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/low-health-feedback/game/far-cry-3)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/low-health-feedback/game/uncharted-4-a-thiefs-end)

- [Game Mechanics: Low health feedback](https://gamemechanics.org/patterns/low-health-feedback)

### 50. Showing door lock state

<a id="gm-showing-door-lock-state"></a>
id: gm-showing-door-lock-state
canonicalId: game-mechanics--gm-showing-door-lock-state
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-showing-door-lock-state

A door's appearance communicates whether it can open.

#### How the technique works

<a id="gm-showing-door-lock-state-rule"></a>
- A door's appearance communicates whether it can open. <a id="gm-showing-door-lock-state-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/showing-door-lock-state/game/doom-3)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/showing-door-lock-state/game/f-e-a-r-2-project-origin)
- [Dead Space (2023)](https://gamemechanics.org/patterns/showing-door-lock-state/game/dead-space-2023)

- [Game Mechanics: Showing door lock state](https://gamemechanics.org/patterns/showing-door-lock-state)

## Visual indicators

<a id="gm-category-visual-indicators"></a>

### 51. Health display

<a id="gm-health-display"></a>
id: gm-health-display
canonicalId: game-mechanics--gm-health-display
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-health-display

An interface presents remaining health as a readable indicator.

#### How the technique works

<a id="gm-health-display-rule"></a>
- An interface presents remaining health as a readable indicator. <a id="gm-health-display-definition"></a>

#### References and further reading

- [Mortal Kombat (1992)](https://gamemechanics.org/patterns/health-display/game/mortal-kombat)
- [Doom (1993)](https://gamemechanics.org/patterns/health-display/game/doom)
- [Resident Evil 2 (1998)](https://gamemechanics.org/patterns/health-display/game/resident-evil-2)
- [Trespasser (1998)](https://gamemechanics.org/patterns/health-display/game/trespasser)
- [The Legend of Zelda: Ocarina of Time (1998)](https://gamemechanics.org/patterns/health-display/game/the-legend-of-zelda-ocarina-of-time)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/health-display/game/condemned-criminal-origins)
- [Fallout: New Vegas (2010)](https://gamemechanics.org/patterns/health-display/game/fallout-new-vegas)

- [Game Mechanics: Health display](https://gamemechanics.org/patterns/health-display)

### 52. Diegetic interface

<a id="gm-diegetic-interface"></a>
id: gm-diegetic-interface
canonicalId: game-mechanics--gm-diegetic-interface
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-interface

Interface information is attached to objects within the game space.

#### How the technique works

<a id="gm-diegetic-interface-rule"></a>
- Interface information is attached to objects within the game space. <a id="gm-diegetic-interface-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/diegetic-interface/game/far-cry-2)
- [Fallout 3 (2008)](https://gamemechanics.org/patterns/diegetic-interface/game/fallout-3)
- [Metro 2033 (2010)](https://gamemechanics.org/patterns/diegetic-interface/game/metro-2033)
- [L.A. Noire (2011)](https://gamemechanics.org/patterns/diegetic-interface/game/l-a-noire)
- [Metro 2033 Redux (2014)](https://gamemechanics.org/patterns/diegetic-interface/game/metro-2033-redux)
- [Blair Witch (2019)](https://gamemechanics.org/patterns/diegetic-interface/game/blair-witch)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/diegetic-interface/game/sons-of-the-forest)
- [Pacific Drive (2024)](https://gamemechanics.org/patterns/diegetic-interface/game/pacific-drive)

- [Game Mechanics: Diegetic interface](https://gamemechanics.org/patterns/diegetic-interface)

## Camera & perception

<a id="gm-category-camera-perception"></a>

### 53. Fixed camera angles

<a id="gm-fixed-camera-angles"></a>
id: gm-fixed-camera-angles
canonicalId: game-mechanics--gm-fixed-camera-angles
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-fixed-camera-angles

The scene switches between predetermined camera positions.

#### How the technique works

<a id="gm-fixed-camera-angles-rule"></a>
- The scene switches between predetermined camera positions. <a id="gm-fixed-camera-angles-definition"></a>

#### References and further reading

- [Resident Evil (1996)](https://gamemechanics.org/patterns/fixed-camera-angles/game/resident-evil)
- [Resident Evil Remake (2002)](https://gamemechanics.org/patterns/fixed-camera-angles/game/resident-evil-remake)

- [Game Mechanics: Fixed camera angles](https://gamemechanics.org/patterns/fixed-camera-angles)

### 54. Enemy health bars

<a id="gm-enemy-health-bars"></a>
id: gm-enemy-health-bars
canonicalId: game-mechanics--gm-enemy-health-bars
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-enemy-health-bars

An indicator reports an enemy's remaining health.

#### How the technique works

<a id="gm-enemy-health-bars-rule"></a>
- An indicator reports an enemy's remaining health. <a id="gm-enemy-health-bars-definition"></a>

#### References and further reading

- [Mortal Kombat (1992)](https://gamemechanics.org/patterns/enemy-health-bars/game/mortal-kombat)
- [Dark Souls III (2016)](https://gamemechanics.org/patterns/enemy-health-bars/game/dark-souls-iii)
- [Far Cry 6 (2023)](https://gamemechanics.org/patterns/enemy-health-bars/game/far-cry-6)

- [Game Mechanics: Enemy health bars](https://gamemechanics.org/patterns/enemy-health-bars)

### 55. Night vision

<a id="gm-night-vision"></a>
id: gm-night-vision
canonicalId: game-mechanics--gm-night-vision
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-night-vision

A viewing mode improves scene readability in low light.

#### How the technique works

<a id="gm-night-vision-rule"></a>
- A viewing mode improves scene readability in low light. <a id="gm-night-vision-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/night-vision/game/duke-nukem-3d)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/night-vision/game/tom-clancys-splinter-cell)
- [Tom Clancy's Splinter Cell: Blacklist (2013)](https://gamemechanics.org/patterns/night-vision/game/tom-clancys-splinter-cell-blacklist)
- [Outlast (2013)](https://gamemechanics.org/patterns/night-vision/game/outlast)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/night-vision/game/metal-gear-solid-v-the-phantom-pain)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/night-vision/game/tom-clancys-ghost-recon-breakpoint)
- [Metal Gear Solid Delta: Snake Eater (2025)](https://gamemechanics.org/patterns/night-vision/game/metal-gear-solid-delta-snake-eater)

- [Game Mechanics: Night vision](https://gamemechanics.org/patterns/night-vision)

### 56. See-through vision (X-ray)

<a id="gm-see-through-vision"></a>
id: gm-see-through-vision
canonicalId: game-mechanics--gm-see-through-vision
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-see-through-vision

A perception mode reveals objects behind opaque surfaces.

#### How the technique works

<a id="gm-see-through-vision-rule"></a>
- A perception mode reveals objects behind opaque surfaces. <a id="gm-see-through-vision-definition"></a>

#### References and further reading

- [Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-mankind-divided)
- [Deus Ex: Human Revolution (2011)](https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-human-revolution)
- [Red Faction (2001)](https://gamemechanics.org/patterns/see-through-vision/game/red-faction)
- [Red Faction: Armageddon (2011)](https://gamemechanics.org/patterns/see-through-vision/game/red-faction-armageddon)
- [Resistance 3 (2011)](https://gamemechanics.org/patterns/see-through-vision/game/resistance-3)
- [Killzone Shadow Fall (2013)](https://gamemechanics.org/patterns/see-through-vision/game/killzone-shadow-fall)

- [Game Mechanics: See-through vision (X-ray)](https://gamemechanics.org/patterns/see-through-vision)

### 57. Magical vision

<a id="gm-magical-vision"></a>
id: gm-magical-vision
canonicalId: game-mechanics--gm-magical-vision
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-magical-vision

A special perception mode reveals otherwise hidden world information.

#### How the technique works

<a id="gm-magical-vision-rule"></a>
- A special perception mode reveals otherwise hidden world information. <a id="gm-magical-vision-definition"></a>

#### References and further reading

- [Assassin's Creed Unity (2014)](https://gamemechanics.org/patterns/magical-vision/game/assassins-creed-unity)
- [Batman: Arkham Knight (2015)](https://gamemechanics.org/patterns/magical-vision/game/batman-arkham-knight)
- [Hitman 2 (2018)](https://gamemechanics.org/patterns/magical-vision/game/hitman-2)

- [Game Mechanics: Magical vision](https://gamemechanics.org/patterns/magical-vision)

### 58. Thermal vision

<a id="gm-thermal-vision"></a>
id: gm-thermal-vision
canonicalId: game-mechanics--gm-thermal-vision
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-thermal-vision

Temperature differences become a readable image of potential targets.

#### How the technique works

<a id="gm-thermal-vision-rule"></a>
- Temperature differences become a readable image of potential targets. <a id="gm-thermal-vision-definition"></a>

#### References and further reading

- [Metal Gear Solid Delta: Snake Eater (2025)](https://gamemechanics.org/patterns/thermal-vision/game/metal-gear-solid-delta-snake-eater)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/thermal-vision/game/tom-clancys-ghost-recon-breakpoint)

- [Game Mechanics: Thermal vision](https://gamemechanics.org/patterns/thermal-vision)

### 59. Recon drone

<a id="gm-recon-drone"></a>
id: gm-recon-drone
canonicalId: game-mechanics--gm-recon-drone
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-recon-drone

A remote craft scouts an area on the character's behalf.

#### How the technique works

<a id="gm-recon-drone-rule"></a>
- A remote craft scouts an area on the character's behalf. <a id="gm-recon-drone-definition"></a>

#### References and further reading

- [Call of Duty: Warzone (2022)](https://gamemechanics.org/patterns/recon-drone/game/call-of-duty-warzone)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/recon-drone/game/sniper-ghost-warrior-contracts-2)

- [Game Mechanics: Recon drone](https://gamemechanics.org/patterns/recon-drone)

### 60. CCTV access

<a id="gm-cctv-access"></a>
id: gm-cctv-access
canonicalId: game-mechanics--gm-cctv-access
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cctv-access

The player gains remote views through installed cameras.

#### How the technique works

<a id="gm-cctv-access-rule"></a>
- The player gains remote views through installed cameras. <a id="gm-cctv-access-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/cctv-access/game/duke-nukem-3d)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/cctv-access/game/duke-nukem-forever)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/cctv-access/game/sniper-ghost-warrior-contracts-2)

- [Game Mechanics: CCTV access](https://gamemechanics.org/patterns/cctv-access)

### 61. Bullet time

<a id="gm-bullet-time"></a>
id: gm-bullet-time
canonicalId: game-mechanics--gm-bullet-time
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-bullet-time

The game slows events relative to player action or perception.

#### How the technique works

<a id="gm-bullet-time-rule"></a>
- The game slows events relative to player action or perception. <a id="gm-bullet-time-definition"></a>

#### References and further reading

- [The Matrix (1999), film analogy](https://gamemechanics.org/patterns/bullet-time)
- [Max Payne (2001)](https://gamemechanics.org/patterns/bullet-time/game/max-payne)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/bullet-time/game/f-e-a-r)
- [Stranglehold (2007)](https://gamemechanics.org/patterns/bullet-time/game/stranglehold)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/bullet-time/game/f-e-a-r-2-project-origin)
- [Max Payne 3 (2012)](https://gamemechanics.org/patterns/bullet-time/game/max-payne-3)
- [Killzone Shadow Fall (2013)](https://gamemechanics.org/patterns/bullet-time/game/killzone-shadow-fall)
- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/bullet-time/game/robocop-rogue-city)

- [Game Mechanics: Bullet time](https://gamemechanics.org/patterns/bullet-time)

### 62. Bullet cam

<a id="gm-bullet-cam"></a>
id: gm-bullet-cam
canonicalId: game-mechanics--gm-bullet-cam
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-bullet-cam

The camera follows a projectile to emphasize its path and impact.

#### How the technique works

<a id="gm-bullet-cam-rule"></a>
- The camera follows a projectile to emphasize its path and impact. <a id="gm-bullet-cam-definition"></a>

#### References and further reading

- [Stranglehold (2007)](https://gamemechanics.org/patterns/bullet-cam/game/stranglehold)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/bullet-cam/game/bulletstorm)
- [Sniper Elite III (2014)](https://gamemechanics.org/patterns/bullet-cam/game/sniper-elite-iii)
- [Sniper Ghost Warrior Contracts (2019)](https://gamemechanics.org/patterns/bullet-cam/game/sniper-ghost-warrior-contracts)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/bullet-cam/game/sniper-ghost-warrior-contracts-2)

- [Game Mechanics: Bullet cam](https://gamemechanics.org/patterns/bullet-cam)

### 63. Raindrops on screen

<a id="gm-raindrops-on-screen"></a>
id: gm-raindrops-on-screen
canonicalId: game-mechanics--gm-raindrops-on-screen
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-raindrops-on-screen

Drops on the virtual lens suggest exposure to rain.

#### How the technique works

<a id="gm-raindrops-on-screen-rule"></a>
- Drops on the virtual lens suggest exposure to rain. <a id="gm-raindrops-on-screen-definition"></a>

#### References and further reading

- [Driveclub (2014)](https://gamemechanics.org/patterns/raindrops-on-screen/game/driveclub)
- [Metro Exodus (2019)](https://gamemechanics.org/patterns/raindrops-on-screen/game/metro-exodus)

- [Game Mechanics: Raindrops on screen](https://gamemechanics.org/patterns/raindrops-on-screen)

## Navigation & guidance

<a id="gm-category-navigation-guidance"></a>

### 64. Diegetic (in world) hints

<a id="gm-diegetic-hints"></a>
id: gm-diegetic-hints
canonicalId: game-mechanics--gm-diegetic-hints
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-hints

World objects and messages guide player actions.

#### How the technique works

<a id="gm-diegetic-hints-rule"></a>
- World objects and messages guide player actions. <a id="gm-diegetic-hints-definition"></a>

#### References and further reading

- [Dead Space (2023)](https://gamemechanics.org/patterns/diegetic-hints/game/dead-space-2023)

- [Game Mechanics: Diegetic (in world) hints](https://gamemechanics.org/patterns/diegetic-hints)

## Resources

<a id="gm-category-resources"></a>

### 65. Grid inventory

<a id="gm-grid-inventory"></a>
id: gm-grid-inventory
canonicalId: game-mechanics--gm-grid-inventory
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-grid-inventory

Slots determine item placement and storage capacity.

#### How the technique works

<a id="gm-grid-inventory-rule"></a>
- Slots determine item placement and storage capacity. <a id="gm-grid-inventory-definition"></a>

#### References and further reading

- [Deus Ex (2000)](https://gamemechanics.org/patterns/grid-inventory/game/deus-ex)
- [S.T.A.L.K.E.R.: Call of Pripyat (2010)](https://gamemechanics.org/patterns/grid-inventory/game/stalker-call-of-pripyat)
- [Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/grid-inventory/game/deus-ex-mankind-divided)

- [Game Mechanics: Grid inventory](https://gamemechanics.org/patterns/grid-inventory)

### 66. Tetris inventory

<a id="gm-tetris-inventory"></a>
id: gm-tetris-inventory
canonicalId: game-mechanics--gm-tetris-inventory
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-tetris-inventory

Differently shaped items must fit inside limited storage space.

#### How the technique works

<a id="gm-tetris-inventory-rule"></a>
- Differently shaped items must fit inside limited storage space. <a id="gm-tetris-inventory-definition"></a>

#### References and further reading

- [Diablo (1996)](https://gamemechanics.org/patterns/tetris-inventory/game/diablo)
- [System Shock 2 (1999)](https://gamemechanics.org/patterns/tetris-inventory/game/system-shock-2)
- [Resident Evil 4 (2005)](https://gamemechanics.org/patterns/tetris-inventory/game/resident-evil-4)
- [System Shock (2023)](https://gamemechanics.org/patterns/tetris-inventory/game/system-shock-2023)

- [Game Mechanics: Tetris inventory](https://gamemechanics.org/patterns/tetris-inventory)

### 67. Diegetic inventory

<a id="gm-diegetic-inventory"></a>
id: gm-diegetic-inventory
canonicalId: game-mechanics--gm-diegetic-inventory
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-inventory

Items are accessed through a container represented within the world.

#### How the technique works

<a id="gm-diegetic-inventory-rule"></a>
- Items are accessed through a container represented within the world. <a id="gm-diegetic-inventory-definition"></a>

#### References and further reading

- [The Forest (2013)](https://gamemechanics.org/patterns/diegetic-inventory/game/the-forest)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/diegetic-inventory/game/sons-of-the-forest)
- [Industria 2 (2026)](https://gamemechanics.org/patterns/diegetic-inventory/game/industria-2)

- [Game Mechanics: Diegetic inventory](https://gamemechanics.org/patterns/diegetic-inventory)

### 68. Lockpicking

<a id="gm-lockpicking"></a>
id: gm-lockpicking
canonicalId: game-mechanics--gm-lockpicking
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-lockpicking

A tool or minigame lets the player bypass a lock.

#### How the technique works

<a id="gm-lockpicking-rule"></a>
- A tool or minigame lets the player bypass a lock. <a id="gm-lockpicking-definition"></a>

#### References and further reading

- [Deus Ex (2000)](https://gamemechanics.org/patterns/lockpicking/game/deus-ex)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/lockpicking/game/tom-clancys-splinter-cell)
- [Fallout: New Vegas (2010)](https://gamemechanics.org/patterns/lockpicking/game/fallout-new-vegas)
- [The Elder Scrolls V: Skyrim (2011)](https://gamemechanics.org/patterns/lockpicking/game/the-elder-scrolls-v-skyrim)
- [Clive Barker's Hellraiser: Revival (2026)](https://gamemechanics.org/patterns/lockpicking/game/clive-barkers-hellraiser-revival)

- [Game Mechanics: Lockpicking](https://gamemechanics.org/patterns/lockpicking)

## Progression

<a id="gm-category-progression"></a>

### 69. Skill tree

<a id="gm-skill-tree"></a>
id: gm-skill-tree
canonicalId: game-mechanics--gm-skill-tree
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-skill-tree

Linked progression nodes govern the unlocking of abilities.

#### How the technique works

<a id="gm-skill-tree-rule"></a>
- Linked progression nodes govern the unlocking of abilities. <a id="gm-skill-tree-definition"></a>

#### References and further reading

- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/skill-tree/game/far-cry-3)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/skill-tree/game/far-cry-4)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/skill-tree/game/tom-clancys-ghost-recon-breakpoint)
- [Assassin's Creed Valhalla (2020)](https://gamemechanics.org/patterns/skill-tree/game/assassins-creed-valhalla)
- [Dying Light 2 Stay Human (2022)](https://gamemechanics.org/patterns/skill-tree/game/dying-light-2)

- [Game Mechanics: Skill tree](https://gamemechanics.org/patterns/skill-tree)

### 70. Perk system

<a id="gm-perk-system"></a>
id: gm-perk-system
canonicalId: game-mechanics--gm-perk-system
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-perk-system

Individual upgrades modify character properties or action rules.

#### How the technique works

<a id="gm-perk-system-rule"></a>
- Individual upgrades modify character properties or action rules. <a id="gm-perk-system-definition"></a>

#### References and further reading

- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/perk-system/game/far-cry-5)

- [Game Mechanics: Perk system](https://gamemechanics.org/patterns/perk-system)

### 71. Destructible barriers

<a id="gm-destructible-barriers"></a>
id: gm-destructible-barriers
canonicalId: game-mechanics--gm-destructible-barriers
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-destructible-barriers

Breaking an obstacle exposes a route or its contents.

#### How the technique works

<a id="gm-destructible-barriers-rule"></a>
- Breaking an obstacle exposes a route or its contents. <a id="gm-destructible-barriers-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/destructible-barriers/game/return-to-castle-wolfenstein)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/destructible-barriers/game/condemned-criminal-origins)

- [Game Mechanics: Destructible barriers](https://gamemechanics.org/patterns/destructible-barriers)

### 72. Clearing obstacles with explosions

<a id="gm-clearing-obstacles-with-explosions"></a>
id: gm-clearing-obstacles-with-explosions
canonicalId: game-mechanics--gm-clearing-obstacles-with-explosions
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-clearing-obstacles-with-explosions

An explosion removes a barrier and opens a route.

#### How the technique works

<a id="gm-clearing-obstacles-with-explosions-rule"></a>
- An explosion removes a barrier and opens a route. <a id="gm-clearing-obstacles-with-explosions-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/clearing-obstacles-with-explosions/game/duke-nukem-3d)
- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/clearing-obstacles-with-explosions/game/uncharted-drakes-fortune)

- [Game Mechanics: Clearing obstacles with explosions](https://gamemechanics.org/patterns/clearing-obstacles-with-explosions)

### 73. Clearing obstacles with fire

<a id="gm-clearing-obstacles-with-fire"></a>
id: gm-clearing-obstacles-with-fire
canonicalId: game-mechanics--gm-clearing-obstacles-with-fire
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-clearing-obstacles-with-fire

Ignition removes a flammable obstacle from a route.

#### How the technique works

<a id="gm-clearing-obstacles-with-fire-rule"></a>
- Ignition removes a flammable obstacle from a route. <a id="gm-clearing-obstacles-with-fire-definition"></a>

#### References and further reading

- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/clearing-obstacles-with-fire/game/uncharted-drakes-fortune)
- [Tomb Raider (2013)](https://gamemechanics.org/patterns/clearing-obstacles-with-fire/game/tomb-raider-2013)

- [Game Mechanics: Clearing obstacles with fire](https://gamemechanics.org/patterns/clearing-obstacles-with-fire)

### 74. Boss hierarchy

<a id="gm-boss-hierarchy"></a>
id: gm-boss-hierarchy
canonicalId: game-mechanics--gm-boss-hierarchy
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-boss-hierarchy

An opponent hierarchy connects individual victories to broader progression.

#### How the technique works

<a id="gm-boss-hierarchy-rule"></a>
- An opponent hierarchy connects individual victories to broader progression. <a id="gm-boss-hierarchy-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Wildlands (2017)](https://gamemechanics.org/patterns/boss-hierarchy/game/tom-clancys-ghost-recon-wildlands)

- [Game Mechanics: Boss hierarchy](https://gamemechanics.org/patterns/boss-hierarchy)

### 75. Territory liberation

<a id="gm-territory-liberation"></a>
id: gm-territory-liberation
canonicalId: game-mechanics--gm-territory-liberation
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-territory-liberation

Completing local objectives changes control of a map region.

#### How the technique works

<a id="gm-territory-liberation-rule"></a>
- Completing local objectives changes control of a map region. <a id="gm-territory-liberation-definition"></a>

#### References and further reading

- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/territory-liberation/game/far-cry-3)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/territory-liberation/game/far-cry-5)

- [Game Mechanics: Territory liberation](https://gamemechanics.org/patterns/territory-liberation)

### 76. Cheat codes

<a id="gm-cheat-codes"></a>
id: gm-cheat-codes
canonicalId: game-mechanics--gm-cheat-codes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cheat-codes

A special command alters normal gameplay constraints.

#### How the technique works

<a id="gm-cheat-codes-rule"></a>
- A special command alters normal gameplay constraints. <a id="gm-cheat-codes-definition"></a>

#### References and further reading

- [Doom (1993)](https://gamemechanics.org/patterns/cheat-codes/game/doom)
- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/cheat-codes/game/duke-nukem-3d)
- [Age of Empires (1997)](https://gamemechanics.org/patterns/cheat-codes/game/age-of-empires)
- [The Sims (2000)](https://gamemechanics.org/patterns/cheat-codes/game/the-sims)

- [Game Mechanics: Cheat codes](https://gamemechanics.org/patterns/cheat-codes)

## Saving

<a id="gm-category-saving"></a>

### 77. Manual save points

<a id="gm-manual-save-points"></a>
id: gm-manual-save-points
canonicalId: game-mechanics--gm-manual-save-points
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-manual-save-points

Progress can be saved manually at designated objects or locations.

#### How the technique works

<a id="gm-manual-save-points-rule"></a>
- Progress can be saved manually at designated objects or locations. <a id="gm-manual-save-points-definition"></a>

#### References and further reading

- [Alien: Isolation (2014)](https://gamemechanics.org/patterns/manual-save-points/game/alien-isolation)
- [Clive Barker's Hellraiser: Revival (2026)](https://gamemechanics.org/patterns/manual-save-points/game/clive-barkers-hellraiser-revival)

- [Game Mechanics: Manual save points](https://gamemechanics.org/patterns/manual-save-points)

## Difficulty

<a id="gm-category-difficulty"></a>

### 78. Difficulty level

<a id="gm-difficulty-level"></a>
id: gm-difficulty-level
canonicalId: game-mechanics--gm-difficulty-level
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-difficulty-level

A mode selection changes challenge parameters or available assistance.

#### How the technique works

<a id="gm-difficulty-level-rule"></a>
- A mode selection changes challenge parameters or available assistance. <a id="gm-difficulty-level-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/difficulty-level/game/wolfenstein-3d)
- [Doom (1993)](https://gamemechanics.org/patterns/difficulty-level/game/doom)
- [Wolfenstein II: The New Colossus (2017)](https://gamemechanics.org/patterns/difficulty-level/game/wolfenstein-ii-the-new-colossus)

- [Game Mechanics: Difficulty level](https://gamemechanics.org/patterns/difficulty-level)

## Weapons

<a id="gm-category-weapons"></a>

### 79. Reloading gun

<a id="gm-reloading-gun"></a>
id: gm-reloading-gun
canonicalId: game-mechanics--gm-reloading-gun
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-reloading-gun

The player spends time replenishing ammunition ready to fire.

#### How the technique works

<a id="gm-reloading-gun-rule"></a>
- The player spends time replenishing ammunition ready to fire. <a id="gm-reloading-gun-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/reloading-gun/game/return-to-castle-wolfenstein)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/reloading-gun/game/doom-3)
- [Amnesia: The Bunker (2023)](https://gamemechanics.org/patterns/reloading-gun/game/amnesia-the-bunker)

- [Game Mechanics: Reloading gun](https://gamemechanics.org/patterns/reloading-gun)

### 80. Vending machines (shops)

<a id="gm-vending-machines-shops"></a>
id: gm-vending-machines-shops
canonicalId: game-mechanics--gm-vending-machines-shops
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-vending-machines-shops

A world device exchanges player currency for goods.

#### How the technique works

<a id="gm-vending-machines-shops-rule"></a>
- A world device exchanges player currency for goods. <a id="gm-vending-machines-shops-definition"></a>

#### References and further reading

- [BioShock (2007)](https://gamemechanics.org/patterns/vending-machines-shops/game/bioshock)
- [Rage 2 (2019)](https://gamemechanics.org/patterns/vending-machines-shops/game/rage-2)

- [Game Mechanics: Vending machines (shops)](https://gamemechanics.org/patterns/vending-machines-shops)

### 81. Wall-penetrating weapons

<a id="gm-wall-penetrating-weapons"></a>
id: gm-wall-penetrating-weapons
canonicalId: game-mechanics--gm-wall-penetrating-weapons
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-wall-penetrating-weapons

A shot reaches a target behind a penetrable barrier.

#### How the technique works

<a id="gm-wall-penetrating-weapons-rule"></a>
- A shot reaches a target behind a penetrable barrier. <a id="gm-wall-penetrating-weapons-definition"></a>

#### References and further reading

- [Cyberpunk 2077 (2020)](https://gamemechanics.org/patterns/wall-penetrating-weapons/game/cyberpunk-2077)
- [Red Faction (2001)](https://gamemechanics.org/patterns/wall-penetrating-weapons/game/red-faction)
- [Red Faction: Armageddon (2011)](https://gamemechanics.org/patterns/wall-penetrating-weapons/game/red-faction-armageddon)
- [Resistance 3 (2011)](https://gamemechanics.org/patterns/wall-penetrating-weapons/game/resistance-3)

- [Game Mechanics: Wall-penetrating weapons](https://gamemechanics.org/patterns/wall-penetrating-weapons)

## Gunplay

<a id="gm-category-gunplay"></a>

### 82. Manning a machine gun

<a id="gm-manning-a-machine-gun"></a>
id: gm-manning-a-machine-gun
canonicalId: game-mechanics--gm-manning-a-machine-gun
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-manning-a-machine-gun

The player occupies a firing position and controls a mounted weapon.

#### How the technique works

<a id="gm-manning-a-machine-gun-rule"></a>
- The player occupies a firing position and controls a mounted weapon. <a id="gm-manning-a-machine-gun-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/manning-a-machine-gun/game/return-to-castle-wolfenstein)
- [Mercenaries: Playground of Destruction (2005)](https://gamemechanics.org/patterns/manning-a-machine-gun/game/mercenaries-playground-of-destruction)
- [Mercenaries 2: World in Flames (2008)](https://gamemechanics.org/patterns/manning-a-machine-gun/game/mercenaries-2-world-in-flames)

- [Game Mechanics: Manning a machine gun](https://gamemechanics.org/patterns/manning-a-machine-gun)

### 83. Diegetic ammo display

<a id="gm-diegetic-ammo-display"></a>
id: gm-diegetic-ammo-display
canonicalId: game-mechanics--gm-diegetic-ammo-display
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-ammo-display

An in-world weapon or device displays remaining ammunition.

#### How the technique works

<a id="gm-diegetic-ammo-display-rule"></a>
- An in-world weapon or device displays remaining ammunition. <a id="gm-diegetic-ammo-display-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/doom-3)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/condemned-criminal-origins)
- [Dead Space (2008)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/dead-space)
- [Apex Legends (2019)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/apex-legends)
- [Halo Infinite (2021)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/halo-infinite)
- [Amnesia: The Bunker (2023)](https://gamemechanics.org/patterns/diegetic-ammo-display/game/amnesia-the-bunker)

- [Game Mechanics: Diegetic ammo display](https://gamemechanics.org/patterns/diegetic-ammo-display)

### 84. Blood decals

<a id="gm-blood-decals"></a>
id: gm-blood-decals
canonicalId: game-mechanics--gm-blood-decals
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-blood-decals

Hits leave blood marks projected onto surrounding surfaces.

#### How the technique works

<a id="gm-blood-decals-rule"></a>
- Hits leave blood marks projected onto surrounding surfaces. <a id="gm-blood-decals-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/blood-decals/game/wolfenstein-3d)
- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/blood-decals/game/return-to-castle-wolfenstein)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/blood-decals/game/doom-3)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/blood-decals/game/far-cry-5)
- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/blood-decals/game/robocop-rogue-city)

- [Game Mechanics: Blood decals](https://gamemechanics.org/patterns/blood-decals)

### 85. Blood splatters

<a id="gm-blood-splatters"></a>
id: gm-blood-splatters
canonicalId: game-mechanics--gm-blood-splatters
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-blood-splatters

A brief particle spray indicates a hit location.

#### How the technique works

<a id="gm-blood-splatters-rule"></a>
- A brief particle spray indicates a hit location. <a id="gm-blood-splatters-definition"></a>

#### References and further reading

- [Max Payne 3 (2012)](https://gamemechanics.org/patterns/blood-splatters/game/max-payne-3)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/blood-splatters/game/the-last-of-us-part-ii)

- [Game Mechanics: Blood splatters](https://gamemechanics.org/patterns/blood-splatters)

## Obstacles

<a id="gm-category-obstacles"></a>

### 86. Device puzzle

<a id="gm-device-puzzle"></a>
id: gm-device-puzzle
canonicalId: game-mechanics--gm-device-puzzle
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-device-puzzle

The player adjusts a device's settings or connections to reach a target state.

#### How the technique works

<a id="gm-device-puzzle-rule"></a>
- The player adjusts a device's settings or connections to reach a target state. <a id="gm-device-puzzle-definition"></a>

#### References and further reading

- [Dead Space (2008)](https://gamemechanics.org/patterns/device-puzzle/game/dead-space)
- [Alien: Isolation (2014)](https://gamemechanics.org/patterns/device-puzzle/game/alien-isolation)
- [SOMA (2015)](https://gamemechanics.org/patterns/device-puzzle/game/soma)
- [System Shock (2023)](https://gamemechanics.org/patterns/device-puzzle/game/system-shock-2023)

- [Game Mechanics: Device puzzle](https://gamemechanics.org/patterns/device-puzzle)

## Access & Security

<a id="gm-category-access-security"></a>

### 87. Keycards

<a id="gm-keycards"></a>
id: gm-keycards
canonicalId: game-mechanics--gm-keycards
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-keycards

An access credential unlocks matching routes.

#### How the technique works

<a id="gm-keycards-rule"></a>
- An access credential unlocks matching routes. <a id="gm-keycards-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/keycards/game/duke-nukem-3d)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/keycards/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Keycards](https://gamemechanics.org/patterns/keycards)

### 88. Keypad codes

<a id="gm-keypad-codes"></a>
id: gm-keypad-codes
canonicalId: game-mechanics--gm-keypad-codes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-keypad-codes

The player enters a known or discovered numeric code.

#### How the technique works

<a id="gm-keypad-codes-rule"></a>
- The player enters a known or discovered numeric code. <a id="gm-keypad-codes-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/keypad-codes/game/tom-clancys-splinter-cell)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/keypad-codes/game/doom-3)
- [Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/keypad-codes/game/deus-ex-mankind-divided)
- [Prey (2017)](https://gamemechanics.org/patterns/keypad-codes/game/prey)

- [Game Mechanics: Keypad codes](https://gamemechanics.org/patterns/keypad-codes)

### 89. Combination Lock

<a id="gm-combination-lock"></a>
id: gm-combination-lock
canonicalId: game-mechanics--gm-combination-lock
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-combination-lock

A correct sequence of positions or symbols releases a lock.

#### How the technique works

<a id="gm-combination-lock-rule"></a>
- A correct sequence of positions or symbols releases a lock. <a id="gm-combination-lock-definition"></a>

#### References and further reading

- [Resident Evil Requiem (2026)](https://gamemechanics.org/patterns/combination-lock/game/resident-evil-requiem)

- [Game Mechanics: Combination Lock](https://gamemechanics.org/patterns/combination-lock)

## Doors

<a id="gm-category-doors"></a>

### 90. Trying to open locked doors

<a id="gm-trying-to-open-locked-doors"></a>
id: gm-trying-to-open-locked-doors
canonicalId: game-mechanics--gm-trying-to-open-locked-doors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-trying-to-open-locked-doors

A handle check or push communicates that a door cannot currently open.

#### How the technique works

<a id="gm-trying-to-open-locked-doors-rule"></a>
- A handle check or push communicates that a door cannot currently open. <a id="gm-trying-to-open-locked-doors-definition"></a>

#### References and further reading

- [Outlast (2013)](https://gamemechanics.org/patterns/trying-to-open-locked-doors/game/outlast)

- [Game Mechanics: Trying to open locked doors](https://gamemechanics.org/patterns/trying-to-open-locked-doors)

### 91. Automatic doors

<a id="gm-automatic-doors"></a>
id: gm-automatic-doors
canonicalId: game-mechanics--gm-automatic-doors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-automatic-doors

A door activates on proximity or another specified condition.

#### How the technique works

<a id="gm-automatic-doors-rule"></a>
- A door activates on proximity or another specified condition. <a id="gm-automatic-doors-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/automatic-doors/game/doom-3)
- [Alien: Isolation (2014)](https://gamemechanics.org/patterns/automatic-doors/game/alien-isolation)

- [Game Mechanics: Automatic doors](https://gamemechanics.org/patterns/automatic-doors)

## Abilities

<a id="gm-category-abilities"></a>

### 92. Character classes

<a id="gm-character-classes"></a>
id: gm-character-classes
canonicalId: game-mechanics--gm-character-classes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-character-classes

A selected class defines an ability set and gameplay role.

#### How the technique works

<a id="gm-character-classes-rule"></a>
- A selected class defines an ability set and gameplay role. <a id="gm-character-classes-definition"></a>

#### References and further reading

- [Diablo (1996)](https://gamemechanics.org/patterns/character-classes/game/diablo)
- [Battlefield 3 (2011)](https://gamemechanics.org/patterns/character-classes/game/battlefield-3)
- [PlanetSide 2 (2012)](https://gamemechanics.org/patterns/character-classes/game/planetside-2)
- [Battlefield 4 (2013)](https://gamemechanics.org/patterns/character-classes/game/battlefield-4)
- [Star Wars Battlefront II (2017)](https://gamemechanics.org/patterns/character-classes/game/star-wars-battlefront-ii-2017)
- [Insurgency: Sandstorm (2018)](https://gamemechanics.org/patterns/character-classes/game/insurgency-sandstorm)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/character-classes/game/tom-clancys-ghost-recon-breakpoint)
- [Battlefield 6 (2025)](https://gamemechanics.org/patterns/character-classes/game/battlefield-6)

- [Game Mechanics: Character classes](https://gamemechanics.org/patterns/character-classes)

## Character

<a id="gm-category-character"></a>

### 93. Character customization

<a id="gm-character-customization"></a>
id: gm-character-customization
canonicalId: game-mechanics--gm-character-customization
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-character-customization

The player selects aspects of a character's appearance or identity.

#### How the technique works

<a id="gm-character-customization-rule"></a>
- The player selects aspects of a character's appearance or identity. <a id="gm-character-customization-definition"></a>

#### References and further reading

- [Cyberpunk 2077 (2020)](https://gamemechanics.org/patterns/character-customization/game/cyberpunk-2077)

- [Game Mechanics: Character customization](https://gamemechanics.org/patterns/character-customization)

## Economics

<a id="gm-category-economics"></a>

### 94. Traveling merchant

<a id="gm-traveling-merchant"></a>
id: gm-traveling-merchant
canonicalId: game-mechanics--gm-traveling-merchant
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-traveling-merchant

Trading opportunities follow a mobile vendor.

#### How the technique works

<a id="gm-traveling-merchant-rule"></a>
- Trading opportunities follow a mobile vendor. <a id="gm-traveling-merchant-definition"></a>

#### References and further reading

- [Resident Evil 4 (2005)](https://gamemechanics.org/patterns/traveling-merchant/game/resident-evil-4)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/traveling-merchant/game/far-cry-4)
- [Rage 2 (2019)](https://gamemechanics.org/patterns/traveling-merchant/game/rage-2)
- [Elden Ring (2022)](https://gamemechanics.org/patterns/traveling-merchant/game/elden-ring)

- [Game Mechanics: Traveling merchant](https://gamemechanics.org/patterns/traveling-merchant)

## Stealth

<a id="gm-category-stealth"></a>

### 95. Surveillance / security cameras

<a id="gm-surveillance-cameras"></a>
id: gm-surveillance-cameras
canonicalId: game-mechanics--gm-surveillance-cameras
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-surveillance-cameras

A camera's viewing field participates in detection and alarms.

#### How the technique works

<a id="gm-surveillance-cameras-rule"></a>
- A camera's viewing field participates in detection and alarms. <a id="gm-surveillance-cameras-definition"></a>

#### References and further reading

- [Deus Ex (2000)](https://gamemechanics.org/patterns/surveillance-cameras/game/deus-ex)
- [Sniper Ghost Warrior Contracts 2 (2021)](https://gamemechanics.org/patterns/surveillance-cameras/game/sniper-ghost-warrior-contracts-2)

- [Game Mechanics: Surveillance / security cameras](https://gamemechanics.org/patterns/surveillance-cameras)

### 96. Searchlights

<a id="gm-searchlights"></a>
id: gm-searchlights
canonicalId: game-mechanics--gm-searchlights
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-searchlights

A directed beam scans an area and may reveal a character.

#### How the technique works

<a id="gm-searchlights-rule"></a>
- A directed beam scans an area and may reveal a character. <a id="gm-searchlights-definition"></a>

#### References and further reading

- [The Last of Us (2013)](https://gamemechanics.org/patterns/searchlights/game/the-last-of-us)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/searchlights/game/metal-gear-solid-v-the-phantom-pain)

- [Game Mechanics: Searchlights](https://gamemechanics.org/patterns/searchlights)

### 97. Hiding bodies

<a id="gm-hiding-bodies"></a>
id: gm-hiding-bodies
canonicalId: game-mechanics--gm-hiding-bodies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-hiding-bodies

The player conceals a body from potential enemy discovery.

#### How the technique works

<a id="gm-hiding-bodies-rule"></a>
- The player conceals a body from potential enemy discovery. <a id="gm-hiding-bodies-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/hiding-bodies/game/tom-clancys-splinter-cell)
- [Hitman: Absolution (2012)](https://gamemechanics.org/patterns/hiding-bodies/game/hitman-absolution)

- [Game Mechanics: Hiding bodies](https://gamemechanics.org/patterns/hiding-bodies)

### 98. Dragging Bodies

<a id="gm-dragging-bodies"></a>
id: gm-dragging-bodies
canonicalId: game-mechanics--gm-dragging-bodies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-dragging-bodies

Dragging a body relocates it and changes its discovery risk.

#### How the technique works

<a id="gm-dragging-bodies-rule"></a>
- Dragging a body relocates it and changes its discovery risk. <a id="gm-dragging-bodies-definition"></a>

#### References and further reading

- [ARMA 3 (2013)](https://gamemechanics.org/patterns/dragging-bodies/game/arma-3)
- [Hitman (2016)](https://gamemechanics.org/patterns/dragging-bodies/game/hitman)

- [Game Mechanics: Dragging Bodies](https://gamemechanics.org/patterns/dragging-bodies)

### 99. Carrying bodies

<a id="gm-carrying-bodies"></a>
id: gm-carrying-bodies
canonicalId: game-mechanics--gm-carrying-bodies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-carrying-bodies

The character lifts a body and carries it elsewhere.

#### How the technique works

<a id="gm-carrying-bodies-rule"></a>
- The character lifts a body and carries it elsewhere. <a id="gm-carrying-bodies-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/carrying-bodies/game/tom-clancys-splinter-cell)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/carrying-bodies/game/sons-of-the-forest)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/carrying-bodies/game/red-dead-redemption-2)

- [Game Mechanics: Carrying bodies](https://gamemechanics.org/patterns/carrying-bodies)

### 100. Shooting out lights

<a id="gm-shooting-out-lights"></a>
id: gm-shooting-out-lights
canonicalId: game-mechanics--gm-shooting-out-lights
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-shooting-out-lights

Shooting a light disables illumination and changes local visibility.

#### How the technique works

<a id="gm-shooting-out-lights-rule"></a>
- Shooting a light disables illumination and changes local visibility. <a id="gm-shooting-out-lights-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/shooting-out-lights/game/tom-clancys-splinter-cell)

- [Game Mechanics: Shooting out lights](https://gamemechanics.org/patterns/shooting-out-lights)

### 101. Trackable footprints

<a id="gm-trackable-footprints"></a>
id: gm-trackable-footprints
canonicalId: game-mechanics--gm-trackable-footprints
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-trackable-footprints

Persistent prints let the player reconstruct a target's route.

#### How the technique works

<a id="gm-trackable-footprints-rule"></a>
- Persistent prints let the player reconstruct a target's route. <a id="gm-trackable-footprints-definition"></a>

#### References and further reading

- [Metal Gear Solid (1998)](https://gamemechanics.org/patterns/trackable-footprints/game/metal-gear-solid)

- [Game Mechanics: Trackable footprints](https://gamemechanics.org/patterns/trackable-footprints)

### 102. Invisibility

<a id="gm-invisibility"></a>
id: gm-invisibility
canonicalId: game-mechanics--gm-invisibility
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-invisibility

An ability reduces a character's visual detectability.

#### How the technique works

<a id="gm-invisibility-rule"></a>
- An ability reduces a character's visual detectability. <a id="gm-invisibility-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Future Soldier (2012)](https://gamemechanics.org/patterns/invisibility/game/tom-clancys-ghost-recon-future-soldier)
- [Crysis (2007)](https://gamemechanics.org/patterns/invisibility/game/crysis)
- [Halo 3 (2007)](https://gamemechanics.org/patterns/invisibility/game/halo-3)
- [Metal Gear Solid 3: Snake Eater (2004)](https://gamemechanics.org/patterns/invisibility/game/metal-gear-solid-3-snake-eater)
- [Metal Gear Solid Delta: Snake Eater (2025)](https://gamemechanics.org/patterns/invisibility/game/metal-gear-solid-delta-snake-eater)

- [Game Mechanics: Invisibility](https://gamemechanics.org/patterns/invisibility)

## Environmental hazards

<a id="gm-category-environmental-hazards"></a>

### 103. Electrical hazards

<a id="gm-electrical-hazards"></a>
id: gm-electrical-hazards
canonicalId: game-mechanics--gm-electrical-hazards
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-electrical-hazards

Contact with a conductor or discharge threatens a character.

#### How the technique works

<a id="gm-electrical-hazards-rule"></a>
- Contact with a conductor or discharge threatens a character. <a id="gm-electrical-hazards-definition"></a>

#### References and further reading

- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/electrical-hazards/game/half-life-2)
- [Dead Space (2008)](https://gamemechanics.org/patterns/electrical-hazards/game/dead-space)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/electrical-hazards/game/bulletstorm)
- [Deus Ex: Human Revolution (2011)](https://gamemechanics.org/patterns/electrical-hazards/game/deus-ex-human-revolution)
- [Dead Island (2011)](https://gamemechanics.org/patterns/electrical-hazards/game/dead-island)
- [Dying Light (2015)](https://gamemechanics.org/patterns/electrical-hazards/game/dying-light)
- [Prey (2017)](https://gamemechanics.org/patterns/electrical-hazards/game/prey)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/electrical-hazards/game/far-cry-5)

- [Game Mechanics: Electrical hazards](https://gamemechanics.org/patterns/electrical-hazards)

### 104. Toxic liquids

<a id="gm-toxic-liquids"></a>
id: gm-toxic-liquids
canonicalId: game-mechanics--gm-toxic-liquids
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-toxic-liquids

Contact with a hazardous liquid applies damage or another harmful effect.

#### How the technique works

<a id="gm-toxic-liquids-rule"></a>
- Contact with a hazardous liquid applies damage or another harmful effect. <a id="gm-toxic-liquids-definition"></a>

#### References and further reading

- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/toxic-liquids/game/half-life-2)
- [Fallout 4 (2015)](https://gamemechanics.org/patterns/toxic-liquids/game/fallout-4)
- [Fallout 76 (2018)](https://gamemechanics.org/patterns/toxic-liquids/game/fallout-76)
- [Black Mesa (2015)](https://gamemechanics.org/patterns/toxic-liquids/game/black-mesa)
- [Dying Light 2 Stay Human (2022)](https://gamemechanics.org/patterns/toxic-liquids/game/dying-light-2)

- [Game Mechanics: Toxic liquids](https://gamemechanics.org/patterns/toxic-liquids)

### 105. Lava

<a id="gm-lava"></a>
id: gm-lava
canonicalId: game-mechanics--gm-lava
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-lava

Molten material defines a hazardous part of a level.

#### How the technique works

<a id="gm-lava-rule"></a>
- Molten material defines a hazardous part of a level. <a id="gm-lava-definition"></a>

#### References and further reading

- [Doom (2016)](https://gamemechanics.org/patterns/lava/game/doom-2016)
- [Mass Effect (2007)](https://gamemechanics.org/patterns/lava/game/mass-effect)
- [Helldivers 2 (2024)](https://gamemechanics.org/patterns/lava/game/helldivers-2)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/lava/game/tom-clancys-ghost-recon-breakpoint)
- [Elden Ring (2022)](https://gamemechanics.org/patterns/lava/game/elden-ring)
- [Apex Legends (2019)](https://gamemechanics.org/patterns/lava/game/apex-legends)

- [Game Mechanics: Lava](https://gamemechanics.org/patterns/lava)

### 106. Electrifying water

<a id="gm-electrifying-water"></a>
id: gm-electrifying-water
canonicalId: game-mechanics--gm-electrifying-water
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-electrifying-water

An electrical source turns water into a damaging area.

#### How the technique works

<a id="gm-electrifying-water-rule"></a>
- An electrical source turns water into a damaging area. <a id="gm-electrifying-water-definition"></a>

#### References and further reading

- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/electrifying-water/game/far-cry-5)
- [Deus Ex: Human Revolution (2011)](https://gamemechanics.org/patterns/electrifying-water/game/deus-ex-human-revolution)
- [Dying Light (2015)](https://gamemechanics.org/patterns/electrifying-water/game/dying-light)
- [Dead Island 2 (2024)](https://gamemechanics.org/patterns/electrifying-water/game/dead-island-2)
- [Dead Island (2011)](https://gamemechanics.org/patterns/electrifying-water/game/dead-island)

- [Game Mechanics: Electrifying water](https://gamemechanics.org/patterns/electrifying-water)

### 107. Sinking in swamp

<a id="gm-sinking-in-swamp"></a>
id: gm-sinking-in-swamp
canonicalId: game-mechanics--gm-sinking-in-swamp
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-sinking-in-swamp

Soft ground slows the character or draws them downward.

#### How the technique works

<a id="gm-sinking-in-swamp-rule"></a>
- Soft ground slows the character or draws them downward. <a id="gm-sinking-in-swamp-definition"></a>

#### References and further reading

- [Metal Gear Solid 3: Snake Eater (2004)](https://gamemechanics.org/patterns/sinking-in-swamp/game/metal-gear-solid-3-snake-eater)
- [Metal Gear Solid Delta: Snake Eater (2025)](https://gamemechanics.org/patterns/sinking-in-swamp/game/metal-gear-solid-delta-snake-eater)

- [Game Mechanics: Sinking in swamp](https://gamemechanics.org/patterns/sinking-in-swamp)

### 108. Feeding enemies to creatures

<a id="gm-feeding-enemies-to-creatures"></a>
id: gm-feeding-enemies-to-creatures
canonicalId: game-mechanics--gm-feeding-enemies-to-creatures
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-feeding-enemies-to-creatures

The player exposes an enemy to an attacking creature.

#### How the technique works

<a id="gm-feeding-enemies-to-creatures-rule"></a>
- The player exposes an enemy to an attacking creature. <a id="gm-feeding-enemies-to-creatures-definition"></a>

#### References and further reading

- [Bulletstorm (2011)](https://gamemechanics.org/patterns/feeding-enemies-to-creatures/game/bulletstorm)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/feeding-enemies-to-creatures/game/far-cry-3)
- [Assassin's Creed IV: Black Flag (2013)](https://gamemechanics.org/patterns/feeding-enemies-to-creatures/game/assassins-creed-iv-black-flag)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/feeding-enemies-to-creatures/game/the-last-of-us-part-ii)

- [Game Mechanics: Feeding enemies to creatures](https://gamemechanics.org/patterns/feeding-enemies-to-creatures)

## Destruction

<a id="gm-category-destruction"></a>

### 109. Destructible walls

<a id="gm-destructible-walls"></a>
id: gm-destructible-walls
canonicalId: game-mechanics--gm-destructible-walls
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-destructible-walls

Damaging a wall changes routes, visibility and attack directions.

#### How the technique works

<a id="gm-destructible-walls-rule"></a>
- Damaging a wall changes routes, visibility and attack directions. <a id="gm-destructible-walls-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/destructible-walls/game/return-to-castle-wolfenstein)
- [Battlefield: Bad Company 2 (2010)](https://gamemechanics.org/patterns/destructible-walls/game/battlefield-bad-company-2)
- [Battlefield Hardline (2015)](https://gamemechanics.org/patterns/destructible-walls/game/battlefield-hardline)
- [Call of Duty: Vanguard (2021)](https://gamemechanics.org/patterns/destructible-walls/game/call-of-duty-vanguard)
- [THE FINALS (2023)](https://gamemechanics.org/patterns/destructible-walls/game/the-finals)

- [Game Mechanics: Destructible walls](https://gamemechanics.org/patterns/destructible-walls)

### 110. Destructible floors

<a id="gm-destructible-floors"></a>
id: gm-destructible-floors
canonicalId: game-mechanics--gm-destructible-floors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-destructible-floors

Breaking a floor creates an opening between elevations.

#### How the technique works

<a id="gm-destructible-floors-rule"></a>
- Breaking a floor creates an opening between elevations. <a id="gm-destructible-floors-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/destructible-floors/game/return-to-castle-wolfenstein)
- [Severed Steel (2021)](https://gamemechanics.org/patterns/destructible-floors/game/severed-steel)
- [THE FINALS (2023)](https://gamemechanics.org/patterns/destructible-floors/game/the-finals)

- [Game Mechanics: Destructible floors](https://gamemechanics.org/patterns/destructible-floors)

### 111. Force-opening doors

<a id="gm-force-opening-doors"></a>
id: gm-force-opening-doors
canonicalId: game-mechanics--gm-force-opening-doors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-force-opening-doors

The character forces a door open through physical exertion.

#### How the technique works

<a id="gm-force-opening-doors-rule"></a>
- The character forces a door open through physical exertion. <a id="gm-force-opening-doors-definition"></a>

#### References and further reading

- [Metro 2033 Redux (2014)](https://gamemechanics.org/patterns/force-opening-doors/game/metro-2033-redux)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/force-opening-doors/game/f-e-a-r)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/force-opening-doors/game/duke-nukem-forever)

- [Game Mechanics: Force-opening doors](https://gamemechanics.org/patterns/force-opening-doors)

### 112. Throwing objects

<a id="gm-throwing-objects"></a>
id: gm-throwing-objects
canonicalId: game-mechanics--gm-throwing-objects
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-throwing-objects

The player picks up an object and launches it along a thrown trajectory.

#### How the technique works

<a id="gm-throwing-objects-rule"></a>
- The player picks up an object and launches it along a thrown trajectory. <a id="gm-throwing-objects-definition"></a>

#### References and further reading

- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/throwing-objects/game/robocop-rogue-city)

- [Game Mechanics: Throwing objects](https://gamemechanics.org/patterns/throwing-objects)

### 113. Chipping concrete

<a id="gm-chipping-concrete"></a>
id: gm-chipping-concrete
canonicalId: game-mechanics--gm-chipping-concrete
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-chipping-concrete

Impacts remove small surface fragments rather than leaving only flat marks.

#### How the technique works

<a id="gm-chipping-concrete-rule"></a>
- Impacts remove small surface fragments rather than leaving only flat marks. <a id="gm-chipping-concrete-definition"></a>

#### References and further reading

- [Battlefield 3 (2011)](https://gamemechanics.org/patterns/chipping-concrete/game/battlefield-3)
- [Killzone: Mercenary (2013)](https://gamemechanics.org/patterns/chipping-concrete/game/killzone-mercenary)
- [Insurgency: Sandstorm (2018)](https://gamemechanics.org/patterns/chipping-concrete/game/insurgency-sandstorm)
- [Wolfenstein: Youngblood (2019)](https://gamemechanics.org/patterns/chipping-concrete/game/wolfenstein-youngblood)
- [Control (2019)](https://gamemechanics.org/patterns/chipping-concrete/game/control)
- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/chipping-concrete/game/robocop-rogue-city)

- [Game Mechanics: Chipping concrete](https://gamemechanics.org/patterns/chipping-concrete)

### 114. Cutting down trees with bullets

<a id="gm-cutting-down-trees-with-bullets"></a>
id: gm-cutting-down-trees-with-bullets
canonicalId: game-mechanics--gm-cutting-down-trees-with-bullets
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cutting-down-trees-with-bullets

Sufficient gunfire damage to a trunk makes a tree fall.

#### How the technique works

<a id="gm-cutting-down-trees-with-bullets-rule"></a>
- Sufficient gunfire damage to a trunk makes a tree fall. <a id="gm-cutting-down-trees-with-bullets-definition"></a>

#### References and further reading

- [Crysis (2007)](https://gamemechanics.org/patterns/cutting-down-trees-with-bullets/game/crysis)
- [Mercenaries 2: World in Flames (2008)](https://gamemechanics.org/patterns/cutting-down-trees-with-bullets/game/mercenaries-2-world-in-flames)
- [Enlisted (2024)](https://gamemechanics.org/patterns/cutting-down-trees-with-bullets/game/enlisted)

- [Game Mechanics: Cutting down trees with bullets](https://gamemechanics.org/patterns/cutting-down-trees-with-bullets)

## Physics

<a id="gm-category-physics"></a>

### 115. Cloth physics

<a id="gm-cloth-physics"></a>
id: gm-cloth-physics
canonicalId: game-mechanics--gm-cloth-physics
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cloth-physics

Flexible material deforms in response to movement and external forces.

#### How the technique works

<a id="gm-cloth-physics-rule"></a>
- Flexible material deforms in response to movement and external forces. <a id="gm-cloth-physics-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/cloth-physics/game/return-to-castle-wolfenstein)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/cloth-physics/game/tom-clancys-splinter-cell)
- [Hitman 2: Silent Assassin (2002)](https://gamemechanics.org/patterns/cloth-physics/game/hitman-2-silent-assassin)

- [Game Mechanics: Cloth physics](https://gamemechanics.org/patterns/cloth-physics)

## Vehicles

<a id="gm-category-vehicles"></a>

### 116. Driving cars

<a id="gm-driving-cars"></a>
id: gm-driving-cars
canonicalId: game-mechanics--gm-driving-cars
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-driving-cars

The player controls a road vehicle's movement.

#### How the technique works

<a id="gm-driving-cars-rule"></a>
- The player controls a road vehicle's movement. <a id="gm-driving-cars-definition"></a>

#### References and further reading

- [Tomb Raider: The Last Revelation (1999)](https://gamemechanics.org/patterns/driving-cars/game/tomb-raider-the-last-revelation)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/driving-cars/game/far-cry-3)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/driving-cars/game/metal-gear-solid-v-the-phantom-pain)

- [Game Mechanics: Driving cars](https://gamemechanics.org/patterns/driving-cars)

### 117. Stealing cars

<a id="gm-stealing-cars"></a>
id: gm-stealing-cars
canonicalId: game-mechanics--gm-stealing-cars
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-stealing-cars

The player takes an unoccupied vehicle belonging to someone else.

#### How the technique works

<a id="gm-stealing-cars-rule"></a>
- The player takes an unoccupied vehicle belonging to someone else. <a id="gm-stealing-cars-definition"></a>

#### References and further reading

- [Grand Theft Auto V (2015)](https://gamemechanics.org/patterns/stealing-cars/game/grand-theft-auto-v)
- [Mafia II: Definitive Edition (2020)](https://gamemechanics.org/patterns/stealing-cars/game/mafia-ii-definitive-edition)

- [Game Mechanics: Stealing cars](https://gamemechanics.org/patterns/stealing-cars)

### 118. Carjacking

<a id="gm-carjacking"></a>
id: gm-carjacking
canonicalId: game-mechanics--gm-carjacking
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-carjacking

The player takes a vehicle from its current occupant.

#### How the technique works

<a id="gm-carjacking-rule"></a>
- The player takes a vehicle from its current occupant. <a id="gm-carjacking-definition"></a>

#### References and further reading

- [Grand Theft Auto III (2002)](https://gamemechanics.org/patterns/carjacking/game/grand-theft-auto-iii)
- [Grand Theft Auto: Vice City (2003)](https://gamemechanics.org/patterns/carjacking/game/grand-theft-auto-vice-city)
- [Grand Theft Auto: San Andreas (2005)](https://gamemechanics.org/patterns/carjacking/game/grand-theft-auto-san-andreas)
- [Mercenaries 2: World in Flames (2008)](https://gamemechanics.org/patterns/carjacking/game/mercenaries-2-world-in-flames)
- [Grand Theft Auto IV (2008)](https://gamemechanics.org/patterns/carjacking/game/grand-theft-auto-iv)
- [Mafia II (2010)](https://gamemechanics.org/patterns/carjacking/game/mafia-ii)
- [Grand Theft Auto V (2015)](https://gamemechanics.org/patterns/carjacking/game/grand-theft-auto-v)
- [Just Cause 3 (2015)](https://gamemechanics.org/patterns/carjacking/game/just-cause-3)
- [Watch Dogs 2 (2016)](https://gamemechanics.org/patterns/carjacking/game/watch_dogs-2)
- [Tom Clancy's Ghost Recon: Wildlands (2017)](https://gamemechanics.org/patterns/carjacking/game/tom-clancys-ghost-recon-wildlands)

- [Game Mechanics: Carjacking](https://gamemechanics.org/patterns/carjacking)

### 119. Diegetic vehicle repair

<a id="gm-diegetic-vehicle-repair"></a>
id: gm-diegetic-vehicle-repair
canonicalId: game-mechanics--gm-diegetic-vehicle-repair
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-vehicle-repair

The character performs a visible repair action beside a vehicle.

#### How the technique works

<a id="gm-diegetic-vehicle-repair-rule"></a>
- The character performs a visible repair action beside a vehicle. <a id="gm-diegetic-vehicle-repair-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/diegetic-vehicle-repair/game/far-cry-2)

- [Game Mechanics: Diegetic vehicle repair](https://gamemechanics.org/patterns/diegetic-vehicle-repair)

### 120. Pilotable mech

<a id="gm-pilotable-mech"></a>
id: gm-pilotable-mech
canonicalId: game-mechanics--gm-pilotable-mech
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-pilotable-mech

The player takes control of a walking combat vehicle.

#### How the technique works

<a id="gm-pilotable-mech-rule"></a>
- The player takes control of a walking combat vehicle. <a id="gm-pilotable-mech-definition"></a>

#### References and further reading

- [Killzone 3 (2011)](https://gamemechanics.org/patterns/pilotable-mech/game/killzone-3)
- [Red Faction Guerrilla Re-Mars-tered (2018)](https://gamemechanics.org/patterns/pilotable-mech/game/red-faction-guerrilla-re-mars-tered)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/pilotable-mech/game/metal-gear-solid-v-the-phantom-pain)

- [Game Mechanics: Pilotable mech](https://gamemechanics.org/patterns/pilotable-mech)

### 121. Navigating rapids

<a id="gm-navigating-rapids"></a>
id: gm-navigating-rapids
canonicalId: game-mechanics--gm-navigating-rapids
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-navigating-rapids

The player steers a craft through obstacles in fast-flowing water.

#### How the technique works

<a id="gm-navigating-rapids-rule"></a>
- The player steers a craft through obstacles in fast-flowing water. <a id="gm-navigating-rapids-definition"></a>

#### References and further reading

- [Tomb Raider III (1998)](https://gamemechanics.org/patterns/navigating-rapids/game/tomb-raider-iii)
- [Uncharted: Drake's Fortune (2007)](https://gamemechanics.org/patterns/navigating-rapids/game/uncharted-drakes-fortune)

- [Game Mechanics: Navigating rapids](https://gamemechanics.org/patterns/navigating-rapids)

### 122. Taxi missions

<a id="gm-taxi-missions"></a>
id: gm-taxi-missions
canonicalId: game-mechanics--gm-taxi-missions
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-taxi-missions

The player transports passengers to requested destinations for rewards.

#### How the technique works

<a id="gm-taxi-missions-rule"></a>
- The player transports passengers to requested destinations for rewards. <a id="gm-taxi-missions-definition"></a>

#### References and further reading

- [Grand Theft Auto: San Andreas (2005)](https://gamemechanics.org/patterns/taxi-missions/game/grand-theft-auto-san-andreas)
- [Mafia: Definitive Edition (2020)](https://gamemechanics.org/patterns/taxi-missions/game/mafia-definitive-edition)

- [Game Mechanics: Taxi missions](https://gamemechanics.org/patterns/taxi-missions)

### 123. Vehicle destruction debris

<a id="gm-vehicle-destruction-debris"></a>
id: gm-vehicle-destruction-debris
canonicalId: game-mechanics--gm-vehicle-destruction-debris
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-vehicle-destruction-debris

Vehicle destruction detaches and scatters structural pieces.

#### How the technique works

<a id="gm-vehicle-destruction-debris-rule"></a>
- Vehicle destruction detaches and scatters structural pieces. <a id="gm-vehicle-destruction-debris-definition"></a>

#### References and further reading

- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/vehicle-destruction-debris/game/far-cry-5)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/vehicle-destruction-debris/game/far-cry-4)

- [Game Mechanics: Vehicle destruction debris](https://gamemechanics.org/patterns/vehicle-destruction-debris)

### 124. Wreck model replacement

<a id="gm-wreck-model-replacement"></a>
id: gm-wreck-model-replacement
canonicalId: game-mechanics--gm-wreck-model-replacement
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-wreck-model-replacement

A prepared wreck model replaces a vehicle after destruction.

#### How the technique works

<a id="gm-wreck-model-replacement-rule"></a>
- A prepared wreck model replaces a vehicle after destruction. <a id="gm-wreck-model-replacement-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/wreck-model-replacement/game/tom-clancys-ghost-recon-breakpoint)

- [Game Mechanics: Wreck model replacement](https://gamemechanics.org/patterns/wreck-model-replacement)

### 125. Running NPCs over

<a id="gm-running-npcs-over"></a>
id: gm-running-npcs-over
canonicalId: game-mechanics--gm-running-npcs-over
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-running-npcs-over

A moving vehicle damages characters on collision.

#### How the technique works

<a id="gm-running-npcs-over-rule"></a>
- A moving vehicle damages characters on collision. <a id="gm-running-npcs-over-definition"></a>

#### References and further reading

- [Tomb Raider: The Last Revelation (1999)](https://gamemechanics.org/patterns/running-npcs-over/game/tomb-raider-the-last-revelation)
- [Dead Rising (2006)](https://gamemechanics.org/patterns/running-npcs-over/game/dead-rising)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/running-npcs-over/game/far-cry-3)
- [Dying Light (2015)](https://gamemechanics.org/patterns/running-npcs-over/game/dying-light)
- [Metal Gear Solid V: The Phantom Pain (2015)](https://gamemechanics.org/patterns/running-npcs-over/game/metal-gear-solid-v-the-phantom-pain)

- [Game Mechanics: Running NPCs over](https://gamemechanics.org/patterns/running-npcs-over)

## Map

<a id="gm-category-map"></a>

### 126. Natural world boundaries

<a id="gm-natural-world-boundaries"></a>
id: gm-natural-world-boundaries
canonicalId: game-mechanics--gm-natural-world-boundaries
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-natural-world-boundaries

Geography and plausible obstacles delimit accessible space.

#### How the technique works

<a id="gm-natural-world-boundaries-rule"></a>
- Geography and plausible obstacles delimit accessible space. <a id="gm-natural-world-boundaries-definition"></a>

#### References and further reading

- [Far Cry Primal (2016)](https://gamemechanics.org/patterns/natural-world-boundaries/game/far-cry-primal)

- [Game Mechanics: Natural world boundaries](https://gamemechanics.org/patterns/natural-world-boundaries)

## Worldbuilding

<a id="gm-category-worldbuilding"></a>

### 127. Readable notes

<a id="gm-readable-notes"></a>
id: gm-readable-notes
canonicalId: game-mechanics--gm-readable-notes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-readable-notes

Documents in the environment provide information for the player to read.

#### How the technique works

<a id="gm-readable-notes-rule"></a>
- Documents in the environment provide information for the player to read. <a id="gm-readable-notes-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/readable-notes/game/return-to-castle-wolfenstein)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/readable-notes/game/sons-of-the-forest)
- [Clive Barker's Hellraiser: Revival (2026)](https://gamemechanics.org/patterns/readable-notes/game/clive-barkers-hellraiser-revival)

- [Game Mechanics: Readable notes](https://gamemechanics.org/patterns/readable-notes)

### 128. Views outside

<a id="gm-views-outside"></a>
id: gm-views-outside
canonicalId: game-mechanics--gm-views-outside
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-views-outside

Windows and openings reveal space beyond the current interior.

#### How the technique works

<a id="gm-views-outside-rule"></a>
- Windows and openings reveal space beyond the current interior. <a id="gm-views-outside-definition"></a>

#### References and further reading

- [Alien: Isolation (2014)](https://gamemechanics.org/patterns/views-outside/game/alien-isolation)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/views-outside/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Views outside](https://gamemechanics.org/patterns/views-outside)

### 129. Distant background scenery

<a id="gm-distant-background-scenery"></a>
id: gm-distant-background-scenery
canonicalId: game-mechanics--gm-distant-background-scenery
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-distant-background-scenery

Unreachable scenery suggests a world beyond the playable area.

#### How the technique works

<a id="gm-distant-background-scenery-rule"></a>
- Unreachable scenery suggests a world beyond the playable area. <a id="gm-distant-background-scenery-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/distant-background-scenery/game/duke-nukem-3d)
- [Deus Ex (2000)](https://gamemechanics.org/patterns/distant-background-scenery/game/deus-ex)

- [Game Mechanics: Distant background scenery](https://gamemechanics.org/patterns/distant-background-scenery)

### 130. Vending machines (props)

<a id="gm-vending-machines-props"></a>
id: gm-vending-machines-props
canonicalId: game-mechanics--gm-vending-machines-props
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-vending-machines-props

A vending machine establishes an inhabited setting without necessarily offering purchases.

#### How the technique works

<a id="gm-vending-machines-props-rule"></a>
- A vending machine establishes an inhabited setting without necessarily offering purchases. <a id="gm-vending-machines-props-definition"></a>

#### References and further reading

- [Deus Ex (2000)](https://gamemechanics.org/patterns/vending-machines-props/game/deus-ex)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/vending-machines-props/game/doom-3)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/vending-machines-props/game/condemned-criminal-origins)
- [Stranglehold (2007)](https://gamemechanics.org/patterns/vending-machines-props/game/stranglehold)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/vending-machines-props/game/f-e-a-r-2-project-origin)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/vending-machines-props/game/duke-nukem-forever)
- [Outlast (2013)](https://gamemechanics.org/patterns/vending-machines-props/game/outlast)

- [Game Mechanics: Vending machines (props)](https://gamemechanics.org/patterns/vending-machines-props)

## Story

<a id="gm-category-story"></a>

### 131. Secret early ending

<a id="gm-secret-early-ending"></a>
id: gm-secret-early-ending
canonicalId: game-mechanics--gm-secret-early-ending
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-secret-early-ending

An unusual early choice ends the story before its main route.

#### How the technique works

<a id="gm-secret-early-ending-rule"></a>
- An unusual early choice ends the story before its main route. <a id="gm-secret-early-ending-definition"></a>

#### References and further reading

- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/secret-early-ending/game/far-cry-4)
- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/secret-early-ending/game/far-cry-5)
- [Far Cry 6 (2023)](https://gamemechanics.org/patterns/secret-early-ending/game/far-cry-6)

- [Game Mechanics: Secret early ending](https://gamemechanics.org/patterns/secret-early-ending)

## Scripted

<a id="gm-category-scripted"></a>

### 132. Location-triggered event

<a id="gm-location-triggered-event"></a>
id: gm-location-triggered-event
canonicalId: game-mechanics--gm-location-triggered-event
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-location-triggered-event

Entering a specified area triggers an event.

#### How the technique works

<a id="gm-location-triggered-event-rule"></a>
- Entering a specified area triggers an event. <a id="gm-location-triggered-event-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/location-triggered-event/game/doom-3)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/location-triggered-event/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Location-triggered event](https://gamemechanics.org/patterns/location-triggered-event)

### 133. In-game cutscene

<a id="gm-in-game-cutscene"></a>
id: gm-in-game-cutscene
canonicalId: game-mechanics--gm-in-game-cutscene
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-in-game-cutscene

A staged sequence is rendered using the running game world.

#### How the technique works

<a id="gm-in-game-cutscene-rule"></a>
- A staged sequence is rendered using the running game world. <a id="gm-in-game-cutscene-definition"></a>

#### References and further reading

- [Dead Space (2008)](https://gamemechanics.org/patterns/in-game-cutscene/game/dead-space)
- [Dead Space (2023)](https://gamemechanics.org/patterns/in-game-cutscene/game/dead-space-2023)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/in-game-cutscene/game/f-e-a-r-2-project-origin)

- [Game Mechanics: In-game cutscene](https://gamemechanics.org/patterns/in-game-cutscene)

### 134. Set-piece

<a id="gm-set-piece"></a>
id: gm-set-piece
canonicalId: game-mechanics--gm-set-piece
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-set-piece

An authored sequence combines traversal, threats and spectacle.

#### How the technique works

<a id="gm-set-piece-rule"></a>
- An authored sequence combines traversal, threats and spectacle. <a id="gm-set-piece-definition"></a>

#### References and further reading

- [Tomb Raider (2013)](https://gamemechanics.org/patterns/set-piece/game/tomb-raider-2013)

- [Game Mechanics: Set-piece](https://gamemechanics.org/patterns/set-piece)

### 135. Quick Time Events (QTEs)

<a id="gm-quick-time-events"></a>
id: gm-quick-time-events
canonicalId: game-mechanics--gm-quick-time-events
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-quick-time-events

A brief input window ties a timely command to a sequence's outcome.

#### How the technique works

<a id="gm-quick-time-events-rule"></a>
- A brief input window ties a timely command to a sequence's outcome. <a id="gm-quick-time-events-definition"></a>

#### References and further reading

- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/quick-time-events/game/far-cry-3)
- [Tomb Raider (2013)](https://gamemechanics.org/patterns/quick-time-events/game/tomb-raider-2013)

- [Game Mechanics: Quick Time Events (QTEs)](https://gamemechanics.org/patterns/quick-time-events)

### 136. Scripted scares

<a id="gm-scripted-scares"></a>
id: gm-scripted-scares
canonicalId: game-mechanics--gm-scripted-scares
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-scripted-scares

A trigger initiates an authored scare.

#### How the technique works

<a id="gm-scripted-scares-rule"></a>
- A trigger initiates an authored scare. <a id="gm-scripted-scares-definition"></a>

#### References and further reading

- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/scripted-scares/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Scripted scares](https://gamemechanics.org/patterns/scripted-scares)

### 137. Scripted spectacle

<a id="gm-scripted-spectacle"></a>
id: gm-scripted-spectacle
canonicalId: game-mechanics--gm-scripted-spectacle
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-scripted-spectacle

A dramatic event follows a predetermined script.

#### How the technique works

<a id="gm-scripted-spectacle-rule"></a>
- A dramatic event follows a predetermined script. <a id="gm-scripted-spectacle-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/scripted-spectacle/game/doom-3)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/scripted-spectacle/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Scripted spectacle](https://gamemechanics.org/patterns/scripted-spectacle)

## Diegetic

<a id="gm-category-diegetic"></a>

### 138. Diegetic map

<a id="gm-diegetic-map"></a>
id: gm-diegetic-map
canonicalId: game-mechanics--gm-diegetic-map
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-map

Navigation uses a map represented as a physical world object.

#### How the technique works

<a id="gm-diegetic-map-rule"></a>
- Navigation uses a map represented as a physical world object. <a id="gm-diegetic-map-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/diegetic-map/game/far-cry-2)
- [Fallout: New Vegas (2010)](https://gamemechanics.org/patterns/diegetic-map/game/fallout-new-vegas)
- [The Forest (2013)](https://gamemechanics.org/patterns/diegetic-map/game/the-forest)
- [SOMA (2015)](https://gamemechanics.org/patterns/diegetic-map/game/soma)
- [Firewatch (2016)](https://gamemechanics.org/patterns/diegetic-map/game/firewatch)
- [Metro Exodus (2019)](https://gamemechanics.org/patterns/diegetic-map/game/metro-exodus)
- [Sons of the Forest (2023)](https://gamemechanics.org/patterns/diegetic-map/game/sons-of-the-forest)
- [Alien: Rogue Incursion VR (2024)](https://gamemechanics.org/patterns/diegetic-map/game/alien-rogue-incursion-vr)
- [Silent Hill 2 (2024)](https://gamemechanics.org/patterns/diegetic-map/game/silent-hill-2-2024)

- [Game Mechanics: Diegetic map](https://gamemechanics.org/patterns/diegetic-map)

### 139. Diegetic health display

<a id="gm-diegetic-health-display"></a>
id: gm-diegetic-health-display
canonicalId: game-mechanics--gm-diegetic-health-display
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-health-display

A world device or equipment component indicates character health.

#### How the technique works

<a id="gm-diegetic-health-display-rule"></a>
- A world device or equipment component indicates character health. <a id="gm-diegetic-health-display-definition"></a>

#### References and further reading

- [The Getaway (2002)](https://gamemechanics.org/patterns/diegetic-health-display/game/the-getaway)
- [X-Men Origins: Wolverine (2009)](https://gamemechanics.org/patterns/diegetic-health-display/game/x-men-origins-wolverine)
- [Resident Evil 7: Biohazard (2017)](https://gamemechanics.org/patterns/diegetic-health-display/game/resident-evil-7-biohazard)
- [Dead Space (2023)](https://gamemechanics.org/patterns/diegetic-health-display/game/dead-space-2023)

- [Game Mechanics: Diegetic health display](https://gamemechanics.org/patterns/diegetic-health-display)

### 140. Diegetic menu

<a id="gm-diegetic-menu"></a>
id: gm-diegetic-menu
canonicalId: game-mechanics--gm-diegetic-menu
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-menu

Menu options appear on an object or device within the world.

#### How the technique works

<a id="gm-diegetic-menu-rule"></a>
- Menu options appear on an object or device within the world. <a id="gm-diegetic-menu-definition"></a>

#### References and further reading

- [Medal of Honor (2010)](https://gamemechanics.org/patterns/diegetic-menu/game/medal-of-honor-2010)
- [Metro 2033 Redux (2014)](https://gamemechanics.org/patterns/diegetic-menu/game/metro-2033-redux)
- [Resident Evil 7: Biohazard (2017)](https://gamemechanics.org/patterns/diegetic-menu/game/resident-evil-7-biohazard)
- [Metro Exodus (2019)](https://gamemechanics.org/patterns/diegetic-menu/game/metro-exodus)

- [Game Mechanics: Diegetic menu](https://gamemechanics.org/patterns/diegetic-menu)

### 141. Handheld Sensor

<a id="gm-handheld-sensor"></a>
id: gm-handheld-sensor
canonicalId: game-mechanics--gm-handheld-sensor
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-handheld-sensor

A held instrument reports nearby hidden objects or threats.

#### How the technique works

<a id="gm-handheld-sensor-rule"></a>
- A held instrument reports nearby hidden objects or threats. <a id="gm-handheld-sensor-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/handheld-sensor/game/far-cry-2)
- [Alien: Isolation (2014)](https://gamemechanics.org/patterns/handheld-sensor/game/alien-isolation)
- [S.T.A.L.K.E.R. 2 (2025)](https://gamemechanics.org/patterns/handheld-sensor/game/stalker-2)

- [Game Mechanics: Handheld Sensor](https://gamemechanics.org/patterns/handheld-sensor)

### 142. Diegetic healing

<a id="gm-diegetic-healing"></a>
id: gm-diegetic-healing
canonicalId: game-mechanics--gm-diegetic-healing
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-diegetic-healing

Health restoration includes an observable in-world character action.

#### How the technique works

<a id="gm-diegetic-healing-rule"></a>
- Health restoration includes an observable in-world character action. <a id="gm-diegetic-healing-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/diegetic-healing/game/far-cry-2)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/diegetic-healing/game/far-cry-3)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/diegetic-healing/game/the-last-of-us-part-ii)

- [Game Mechanics: Diegetic healing](https://gamemechanics.org/patterns/diegetic-healing)

### 143. Protagonist Self-Hints AKA: Talking to Yourself

<a id="gm-protagonist-self-hints"></a>
id: gm-protagonist-self-hints
canonicalId: game-mechanics--gm-protagonist-self-hints
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-protagonist-self-hints

The protagonist voices observations or a suggested next step.

#### How the technique works

<a id="gm-protagonist-self-hints-rule"></a>
- The protagonist voices observations or a suggested next step. <a id="gm-protagonist-self-hints-definition"></a>

#### References and further reading

- [Alan Wake 2 (2023)](https://gamemechanics.org/patterns/protagonist-self-hints/game/alan-wake-2)
- [Tomb Raider (2013)](https://gamemechanics.org/patterns/protagonist-self-hints/game/tomb-raider-2013)

- [Game Mechanics: Protagonist Self-Hints AKA: Talking to Yourself](https://gamemechanics.org/patterns/protagonist-self-hints)

## Immersion

<a id="gm-category-immersion"></a>

### 144. Visible player body

<a id="gm-visible-player-body"></a>
id: gm-visible-player-body
canonicalId: game-mechanics--gm-visible-player-body
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-visible-player-body

Looking down reveals the playable character's own body.

#### How the technique works

<a id="gm-visible-player-body-rule"></a>
- Looking down reveals the playable character's own body. <a id="gm-visible-player-body-definition"></a>

#### References and further reading

- [Outlast (2013)](https://gamemechanics.org/patterns/visible-player-body/game/outlast)

- [Game Mechanics: Visible player body](https://gamemechanics.org/patterns/visible-player-body)

### 145. Casting shadow

<a id="gm-casting-shadow"></a>
id: gm-casting-shadow
canonicalId: game-mechanics--gm-casting-shadow
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-casting-shadow

Lighting casts the playable character's visible shadow into the scene.

#### How the technique works

<a id="gm-casting-shadow-rule"></a>
- Lighting casts the playable character's visible shadow into the scene. <a id="gm-casting-shadow-definition"></a>

#### References and further reading

- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/casting-shadow/game/tom-clancys-splinter-cell)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/casting-shadow/game/f-e-a-r)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/casting-shadow/game/condemned-criminal-origins)
- [Outlast (2013)](https://gamemechanics.org/patterns/casting-shadow/game/outlast)

- [Game Mechanics: Casting shadow](https://gamemechanics.org/patterns/casting-shadow)

### 146. Flashlight

<a id="gm-flashlight"></a>
id: gm-flashlight
canonicalId: game-mechanics--gm-flashlight
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-flashlight

A carried directional light reveals part of a dark space.

#### How the technique works

<a id="gm-flashlight-rule"></a>
- A carried directional light reveals part of a dark space. <a id="gm-flashlight-definition"></a>

#### References and further reading

- [Alone in the Dark: The New Nightmare (2001)](https://gamemechanics.org/patterns/flashlight/game/alone-in-the-dark-the-new-nightmare)
- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/flashlight/game/half-life-2)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/flashlight/game/doom-3)
- [S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)](https://gamemechanics.org/patterns/flashlight/game/stalker-shadow-of-chernobyl)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/flashlight/game/the-last-of-us)

- [Game Mechanics: Flashlight](https://gamemechanics.org/patterns/flashlight)

### 147. Moving environmental parts

<a id="gm-moving-environmental-parts"></a>
id: gm-moving-environmental-parts
canonicalId: game-mechanics--gm-moving-environmental-parts
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-moving-environmental-parts

Animated scenery suggests working machinery or an active setting.

#### How the technique works

<a id="gm-moving-environmental-parts-rule"></a>
- Animated scenery suggests working machinery or an active setting. <a id="gm-moving-environmental-parts-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/moving-environmental-parts/game/doom-3)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/moving-environmental-parts/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Moving environmental parts](https://gamemechanics.org/patterns/moving-environmental-parts)

### 148. Footprints

<a id="gm-footprints"></a>
id: gm-footprints
canonicalId: game-mechanics--gm-footprints
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-footprints

Foot contact leaves marks recording movement across a surface.

#### How the technique works

<a id="gm-footprints-rule"></a>
- Foot contact leaves marks recording movement across a surface. <a id="gm-footprints-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/footprints/game/duke-nukem-3d)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/footprints/game/red-dead-redemption-2)
- [Metal Gear Solid (1998)](https://gamemechanics.org/patterns/footprints/game/metal-gear-solid)

- [Game Mechanics: Footprints](https://gamemechanics.org/patterns/footprints)

### 149. Mirrors

<a id="gm-mirrors"></a>
id: gm-mirrors
canonicalId: game-mechanics--gm-mirrors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-mirrors

A reflective surface shows the scene from another direction.

#### How the technique works

<a id="gm-mirrors-rule"></a>
- A reflective surface shows the scene from another direction. <a id="gm-mirrors-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/mirrors/game/duke-nukem-3d)
- [Tomb Raider: The Last Revelation (1999)](https://gamemechanics.org/patterns/mirrors/game/tomb-raider-the-last-revelation)
- [Deus Ex (2000)](https://gamemechanics.org/patterns/mirrors/game/deus-ex)
- [Silent Hill 3 (2003)](https://gamemechanics.org/patterns/mirrors/game/silent-hill-3)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/mirrors/game/doom-3)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/mirrors/game/duke-nukem-forever)
- [Hitman 3 (2021)](https://gamemechanics.org/patterns/mirrors/game/hitman-3)
- [Dead Island 2 (2024)](https://gamemechanics.org/patterns/mirrors/game/dead-island-2)
- [Alone in the Dark (2024)](https://gamemechanics.org/patterns/mirrors/game/alone-in-the-dark-2024)

- [Game Mechanics: Mirrors](https://gamemechanics.org/patterns/mirrors)

### 150. Moving lights

<a id="gm-moving-lights"></a>
id: gm-moving-lights
canonicalId: game-mechanics--gm-moving-lights
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-moving-lights

A moving light changes illumination and shadows over time.

#### How the technique works

<a id="gm-moving-lights-rule"></a>
- A moving light changes illumination and shadows over time. <a id="gm-moving-lights-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/moving-lights/game/doom-3)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/moving-lights/game/f-e-a-r)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/moving-lights/game/condemned-criminal-origins)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/moving-lights/game/f-e-a-r-2-project-origin)
- [SOMA (2015)](https://gamemechanics.org/patterns/moving-lights/game/soma)
- [Dead Space (2023)](https://gamemechanics.org/patterns/moving-lights/game/dead-space-2023)

- [Game Mechanics: Moving lights](https://gamemechanics.org/patterns/moving-lights)

### 151. Wet and reflecting surfaces

<a id="gm-wet-surfaces"></a>
id: gm-wet-surfaces
canonicalId: game-mechanics--gm-wet-surfaces
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-wet-surfaces

Moisture changes a material's sheen and reflectivity.

#### How the technique works

<a id="gm-wet-surfaces-rule"></a>
- Moisture changes a material's sheen and reflectivity. <a id="gm-wet-surfaces-definition"></a>

#### References and further reading

- [Resident Evil Remake (2002)](https://gamemechanics.org/patterns/wet-surfaces/game/resident-evil-remake)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/wet-surfaces/game/f-e-a-r)
- [Driveclub (2014)](https://gamemechanics.org/patterns/wet-surfaces/game/driveclub)
- [Watch Dogs (2014)](https://gamemechanics.org/patterns/wet-surfaces/game/watch_dogs)
- [Control (2019)](https://gamemechanics.org/patterns/wet-surfaces/game/control)
- [Mafia: Definitive Edition (2020)](https://gamemechanics.org/patterns/wet-surfaces/game/mafia-definitive-edition)
- [Hitman 3 (2021)](https://gamemechanics.org/patterns/wet-surfaces/game/hitman-3)

- [Game Mechanics: Wet and reflecting surfaces](https://gamemechanics.org/patterns/wet-surfaces)

### 152. Tire tracks

<a id="gm-tire-tracks"></a>
id: gm-tire-tracks
canonicalId: game-mechanics--gm-tire-tracks
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-tire-tracks

Wheels leave a readable trail of vehicle movement on a surface.

#### How the technique works

<a id="gm-tire-tracks-rule"></a>
- Wheels leave a readable trail of vehicle movement on a surface. <a id="gm-tire-tracks-definition"></a>

#### References and further reading

- [Rage 2 (2019)](https://gamemechanics.org/patterns/tire-tracks/game/rage-2)

- [Game Mechanics: Tire tracks](https://gamemechanics.org/patterns/tire-tracks)

### 153. Flickering lights

<a id="gm-flickering-lights"></a>
id: gm-flickering-lights
canonicalId: game-mechanics--gm-flickering-lights
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-flickering-lights

Unstable brightness changes local visibility and atmosphere.

#### How the technique works

<a id="gm-flickering-lights-rule"></a>
- Unstable brightness changes local visibility and atmosphere. <a id="gm-flickering-lights-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/flickering-lights/game/doom-3)
- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/flickering-lights/game/f-e-a-r)
- [Outlast (2013)](https://gamemechanics.org/patterns/flickering-lights/game/outlast)

- [Game Mechanics: Flickering lights](https://gamemechanics.org/patterns/flickering-lights)

### 154. Smoke and flare markers

<a id="gm-smoke-and-flare-markers"></a>
id: gm-smoke-and-flare-markers
canonicalId: game-mechanics--gm-smoke-and-flare-markers
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-smoke-and-flare-markers

Smoke or a bright flare marks an important world location.

#### How the technique works

<a id="gm-smoke-and-flare-markers-rule"></a>
- Smoke or a bright flare marks an important world location. <a id="gm-smoke-and-flare-markers-definition"></a>

#### References and further reading

- [Rage 2 (2019)](https://gamemechanics.org/patterns/smoke-and-flare-markers/game/rage-2)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/smoke-and-flare-markers/game/far-cry-3)
- [Call of Duty: Warzone (2022)](https://gamemechanics.org/patterns/smoke-and-flare-markers/game/call-of-duty-warzone)

- [Game Mechanics: Smoke and flare markers](https://gamemechanics.org/patterns/smoke-and-flare-markers)

### 155. Distorting glass

<a id="gm-distorting-glass"></a>
id: gm-distorting-glass
canonicalId: game-mechanics--gm-distorting-glass
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-distorting-glass

Glass refracts the view of objects behind it.

#### How the technique works

<a id="gm-distorting-glass-rule"></a>
- Glass refracts the view of objects behind it. <a id="gm-distorting-glass-definition"></a>

#### References and further reading

- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/distorting-glass/game/condemned-criminal-origins)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/distorting-glass/game/f-e-a-r-2-project-origin)
- [Outlast (2013)](https://gamemechanics.org/patterns/distorting-glass/game/outlast)

- [Game Mechanics: Distorting glass](https://gamemechanics.org/patterns/distorting-glass)

### 156. Heat haze

<a id="gm-heat-haze"></a>
id: gm-heat-haze
canonicalId: game-mechanics--gm-heat-haze
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-heat-haze

Image distortion suggests heated air.

#### How the technique works

<a id="gm-heat-haze-rule"></a>
- Image distortion suggests heated air. <a id="gm-heat-haze-definition"></a>

#### References and further reading

- [Doom 3 (2004)](https://gamemechanics.org/patterns/heat-haze/game/doom-3)
- [Gothic 3 (2006)](https://gamemechanics.org/patterns/heat-haze/game/gothic-3)
- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/heat-haze/game/far-cry-2)
- [Mercenaries 2: World in Flames (2008)](https://gamemechanics.org/patterns/heat-haze/game/mercenaries-2-world-in-flames)
- [Kingdom Come: Deliverance (2018)](https://gamemechanics.org/patterns/heat-haze/game/kingdom-come-deliverance)

- [Game Mechanics: Heat haze](https://gamemechanics.org/patterns/heat-haze)

### 157. Broken mirrors

<a id="gm-broken-mirrors"></a>
id: gm-broken-mirrors
canonicalId: game-mechanics--gm-broken-mirrors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-broken-mirrors

Damage changes a mirror and its reflected view.

#### How the technique works

<a id="gm-broken-mirrors-rule"></a>
- Damage changes a mirror and its reflected view. <a id="gm-broken-mirrors-definition"></a>

#### References and further reading

- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/broken-mirrors/game/duke-nukem-forever)
- [Outlast (2013)](https://gamemechanics.org/patterns/broken-mirrors/game/outlast)
- [Hitman 3 (2021)](https://gamemechanics.org/patterns/broken-mirrors/game/hitman-3)

- [Game Mechanics: Broken mirrors](https://gamemechanics.org/patterns/broken-mirrors)

### 158. TV & movies

<a id="gm-tv-movies"></a>
id: gm-tv-movies
canonicalId: game-mechanics--gm-tv-movies
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-tv-movies

The player can stop to watch media within the game world.

#### How the technique works

<a id="gm-tv-movies-rule"></a>
- The player can stop to watch media within the game world. <a id="gm-tv-movies-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/tv-movies/game/duke-nukem-3d)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/tv-movies/game/doom-3)
- [S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)](https://gamemechanics.org/patterns/tv-movies/game/stalker-shadow-of-chernobyl)
- [Duke Nukem Forever (2011)](https://gamemechanics.org/patterns/tv-movies/game/duke-nukem-forever)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/tv-movies/game/f-e-a-r-2-project-origin)

- [Game Mechanics: TV & movies](https://gamemechanics.org/patterns/tv-movies)

## Weather

<a id="gm-category-weather"></a>

### 159. Day & night cycle

<a id="gm-day-night-cycle"></a>
id: gm-day-night-cycle
canonicalId: game-mechanics--gm-day-night-cycle
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-day-night-cycle

A repeating time-of-day cycle changes world lighting.

#### How the technique works

<a id="gm-day-night-cycle-rule"></a>
- A repeating time-of-day cycle changes world lighting. <a id="gm-day-night-cycle-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/day-night-cycle/game/tom-clancys-ghost-recon-breakpoint)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/day-night-cycle/game/far-cry-3)

- [Game Mechanics: Day & night cycle](https://gamemechanics.org/patterns/day-night-cycle)

### 160. Rain

<a id="gm-rain"></a>
id: gm-rain
canonicalId: game-mechanics--gm-rain
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-rain

Precipitation changes the environment's appearance and sound.

#### How the technique works

<a id="gm-rain-rule"></a>
- Precipitation changes the environment's appearance and sound. <a id="gm-rain-definition"></a>

#### References and further reading

- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/rain/game/far-cry-3)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/rain/game/the-last-of-us)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/rain/game/the-last-of-us-part-ii)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/rain/game/red-dead-redemption-2)
- [Driveclub (2014)](https://gamemechanics.org/patterns/rain/game/driveclub)
- [Grand Theft Auto V (2015)](https://gamemechanics.org/patterns/rain/game/grand-theft-auto-v)
- [Forza Horizon 5 (2021)](https://gamemechanics.org/patterns/rain/game/forza-horizon-5)

- [Game Mechanics: Rain](https://gamemechanics.org/patterns/rain)

### 161. Fog

<a id="gm-fog"></a>
id: gm-fog
canonicalId: game-mechanics--gm-fog
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-fog

Airborne haze limits viewing distance.

#### How the technique works

<a id="gm-fog-rule"></a>
- Airborne haze limits viewing distance. <a id="gm-fog-definition"></a>

#### References and further reading

- [Silent Hill 2 (2001)](https://gamemechanics.org/patterns/fog/game/silent-hill-2)
- [Silent Hill 2 (2024)](https://gamemechanics.org/patterns/fog/game/silent-hill-2-2024)

- [Game Mechanics: Fog](https://gamemechanics.org/patterns/fog)

### 162. Snow

<a id="gm-snow"></a>
id: gm-snow
canonicalId: game-mechanics--gm-snow
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-snow

Snowfall and ground cover establish environmental conditions.

#### How the technique works

<a id="gm-snow-rule"></a>
- Snowfall and ground cover establish environmental conditions. <a id="gm-snow-definition"></a>

#### References and further reading

- [Tomb Raider (2013)](https://gamemechanics.org/patterns/snow/game/tomb-raider-2013)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/snow/game/red-dead-redemption-2)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/snow/game/the-last-of-us-part-ii)

- [Game Mechanics: Snow](https://gamemechanics.org/patterns/snow)

### 163. Thunderstorm

<a id="gm-thunderstorm"></a>
id: gm-thunderstorm
canonicalId: game-mechanics--gm-thunderstorm
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-thunderstorm

Lightning and thunder alter a scene's lighting and sound.

#### How the technique works

<a id="gm-thunderstorm-rule"></a>
- Lightning and thunder alter a scene's lighting and sound. <a id="gm-thunderstorm-definition"></a>

#### References and further reading

- [Forza Horizon 5 (2021)](https://gamemechanics.org/patterns/thunderstorm/game/forza-horizon-5)
- [Driveclub (2014)](https://gamemechanics.org/patterns/thunderstorm/game/driveclub)
- [Grand Theft Auto V (2015)](https://gamemechanics.org/patterns/thunderstorm/game/grand-theft-auto-v)

- [Game Mechanics: Thunderstorm](https://gamemechanics.org/patterns/thunderstorm)

### 164. Dynamic weather

<a id="gm-dynamic-weather"></a>
id: gm-dynamic-weather
canonicalId: game-mechanics--gm-dynamic-weather
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-dynamic-weather

Weather conditions transition during play.

#### How the technique works

<a id="gm-dynamic-weather-rule"></a>
- Weather conditions transition during play. <a id="gm-dynamic-weather-definition"></a>

#### References and further reading

- [Gothic (2001)](https://gamemechanics.org/patterns/dynamic-weather/game/gothic)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/dynamic-weather/game/far-cry-3)

- [Game Mechanics: Dynamic weather](https://gamemechanics.org/patterns/dynamic-weather)

### 165. Traces in snow

<a id="gm-traces-in-snow"></a>
id: gm-traces-in-snow
canonicalId: game-mechanics--gm-traces-in-snow
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-traces-in-snow

Movement leaves visible impressions or grooves in snow.

#### How the technique works

<a id="gm-traces-in-snow-rule"></a>
- Movement leaves visible impressions or grooves in snow. <a id="gm-traces-in-snow-definition"></a>

#### References and further reading

- [Uncharted 2: Among Thieves (2009)](https://gamemechanics.org/patterns/traces-in-snow/game/uncharted-2-among-thieves)
- [Tomb Raider (2013)](https://gamemechanics.org/patterns/traces-in-snow/game/tomb-raider-2013)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/traces-in-snow/game/red-dead-redemption-2)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/traces-in-snow/game/the-last-of-us-part-ii)

- [Game Mechanics: Traces in snow](https://gamemechanics.org/patterns/traces-in-snow)

### 166. Snowstorm

<a id="gm-snowstorm"></a>
id: gm-snowstorm
canonicalId: game-mechanics--gm-snowstorm
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-snowstorm

Heavy snow and wind alter visibility and route perception.

#### How the technique works

<a id="gm-snowstorm-rule"></a>
- Heavy snow and wind alter visibility and route perception. <a id="gm-snowstorm-definition"></a>

#### References and further reading

- [Tomb Raider (2013)](https://gamemechanics.org/patterns/snowstorm/game/tomb-raider-2013)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/snowstorm/game/far-cry-4)
- [Metro Exodus (2019)](https://gamemechanics.org/patterns/snowstorm/game/metro-exodus)
- [The Last of Us Part II (2020)](https://gamemechanics.org/patterns/snowstorm/game/the-last-of-us-part-ii)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/snowstorm/game/red-dead-redemption-2)

- [Game Mechanics: Snowstorm](https://gamemechanics.org/patterns/snowstorm)

### 167. Tornado

<a id="gm-tornado"></a>
id: gm-tornado
canonicalId: game-mechanics--gm-tornado
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-tornado

A moving vortex creates hazards and affects the environment.

#### How the technique works

<a id="gm-tornado-rule"></a>
- A moving vortex creates hazards and affects the environment. <a id="gm-tornado-definition"></a>

#### References and further reading

- [Just Cause 4 (2018)](https://gamemechanics.org/patterns/tornado/game/just-cause-4)
- [Mad Max (2015)](https://gamemechanics.org/patterns/tornado/game/mad-max)

- [Game Mechanics: Tornado](https://gamemechanics.org/patterns/tornado)

## Lights

<a id="gm-category-lights"></a>

### 168. Torch

<a id="gm-torch"></a>
id: gm-torch
canonicalId: game-mechanics--gm-torch
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-torch

A carried flame illuminates surroundings and may support world interactions.

#### How the technique works

<a id="gm-torch-rule"></a>
- A carried flame illuminates surroundings and may support world interactions. <a id="gm-torch-definition"></a>

#### References and further reading

- [Tomb Raider (2013)](https://gamemechanics.org/patterns/torch/game/tomb-raider-2013)
- [Uncharted 4: A Thief's End (2016)](https://gamemechanics.org/patterns/torch/game/uncharted-4-a-thiefs-end)

- [Game Mechanics: Torch](https://gamemechanics.org/patterns/torch)

## Super powers

<a id="gm-category-super-powers"></a>

### 169. Telekinesis

<a id="gm-telekinesis"></a>
id: gm-telekinesis
canonicalId: game-mechanics--gm-telekinesis
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-telekinesis

The player moves objects remotely without direct physical contact.

#### How the technique works

<a id="gm-telekinesis-rule"></a>
- The player moves objects remotely without direct physical contact. <a id="gm-telekinesis-definition"></a>

#### References and further reading

- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/telekinesis/game/half-life-2)
- [BioShock (2007)](https://gamemechanics.org/patterns/telekinesis/game/bioshock)
- [Dead Space (2008)](https://gamemechanics.org/patterns/telekinesis/game/dead-space)
- [Mass Effect: Andromeda (2017)](https://gamemechanics.org/patterns/telekinesis/game/mass-effect-andromeda)
- [Control (2019)](https://gamemechanics.org/patterns/telekinesis/game/control)
- [Dead Space (2023)](https://gamemechanics.org/patterns/telekinesis/game/dead-space-2023)

- [Game Mechanics: Telekinesis](https://gamemechanics.org/patterns/telekinesis)

## Environmental traces

<a id="gm-category-environmental-traces"></a>

### 170. Blood footprints

<a id="gm-blood-footprints"></a>
id: gm-blood-footprints
canonicalId: game-mechanics--gm-blood-footprints
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-blood-footprints

Footsteps leave stained prints after contact with blood.

#### How the technique works

<a id="gm-blood-footprints-rule"></a>
- Footsteps leave stained prints after contact with blood. <a id="gm-blood-footprints-definition"></a>

#### References and further reading

- [Duke Nukem 3D (1996)](https://gamemechanics.org/patterns/blood-footprints/game/duke-nukem-3d)
- [Grand Theft Auto III (2002)](https://gamemechanics.org/patterns/blood-footprints/game/grand-theft-auto-iii)
- [Grand Theft Auto: Vice City (2003)](https://gamemechanics.org/patterns/blood-footprints/game/grand-theft-auto-vice-city)
- [Grand Theft Auto: San Andreas (2005)](https://gamemechanics.org/patterns/blood-footprints/game/grand-theft-auto-san-andreas)
- [Outlast (2013)](https://gamemechanics.org/patterns/blood-footprints/game/outlast)
- [Red Dead Redemption 2 (2019)](https://gamemechanics.org/patterns/blood-footprints/game/red-dead-redemption-2)
- [Assassin's Creed Shadows (2025)](https://gamemechanics.org/patterns/blood-footprints/game/assassins-creed-shadows)

- [Game Mechanics: Blood footprints](https://gamemechanics.org/patterns/blood-footprints)

## Atmosphere

<a id="gm-category-atmosphere"></a>

### 171. Water light reflections

<a id="gm-water-light-reflections"></a>
id: gm-water-light-reflections
canonicalId: game-mechanics--gm-water-light-reflections
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-water-light-reflections

A moving water surface produces changing patterns of reflected light.

#### How the technique works

<a id="gm-water-light-reflections-rule"></a>
- A moving water surface produces changing patterns of reflected light. <a id="gm-water-light-reflections-definition"></a>

#### References and further reading

- [F.E.A.R. (2005)](https://gamemechanics.org/patterns/water-light-reflections/game/f-e-a-r)

- [Game Mechanics: Water light reflections](https://gamemechanics.org/patterns/water-light-reflections)

## Visual effects

<a id="gm-category-visual-effects"></a>

### 172. Magnifying glass effect

<a id="gm-magnifying-glass-effect"></a>
id: gm-magnifying-glass-effect
canonicalId: game-mechanics--gm-magnifying-glass-effect
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-magnifying-glass-effect

An optical surface magnifies the scene viewed through it.

#### How the technique works

<a id="gm-magnifying-glass-effect-rule"></a>
- An optical surface magnifies the scene viewed through it. <a id="gm-magnifying-glass-effect-definition"></a>

#### References and further reading

- [Half-Life 2 (2004)](https://gamemechanics.org/patterns/magnifying-glass-effect/game/half-life-2)

- [Game Mechanics: Magnifying glass effect](https://gamemechanics.org/patterns/magnifying-glass-effect)

## Cinematic

<a id="gm-category-cinematic"></a>

### 173. Look-Around cutscene

<a id="gm-look-around-cutscene"></a>
id: gm-look-around-cutscene
canonicalId: game-mechanics--gm-look-around-cutscene
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-look-around-cutscene

The player controls viewing direction during a staged scene.

#### How the technique works

<a id="gm-look-around-cutscene-rule"></a>
- The player controls viewing direction during a staged scene. <a id="gm-look-around-cutscene-definition"></a>

#### References and further reading

- [The Elder Scrolls V: Skyrim (2011)](https://gamemechanics.org/patterns/look-around-cutscene/game/the-elder-scrolls-v-skyrim)

- [Game Mechanics: Look-Around cutscene](https://gamemechanics.org/patterns/look-around-cutscene)

## Low agency

<a id="gm-category-low-agency"></a>

### 174. Playable cutscene

<a id="gm-playable-cutscene"></a>
id: gm-playable-cutscene
canonicalId: game-mechanics--gm-playable-cutscene
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-playable-cutscene

The player retains limited action during a staged sequence.

#### How the technique works

<a id="gm-playable-cutscene-rule"></a>
- The player retains limited action during a staged sequence. <a id="gm-playable-cutscene-definition"></a>

#### References and further reading

- [Far Cry 5 (2018)](https://gamemechanics.org/patterns/playable-cutscene/game/far-cry-5)

- [Game Mechanics: Playable cutscene](https://gamemechanics.org/patterns/playable-cutscene)

## Fire

<a id="gm-category-fire"></a>

### 175. Environmental fire hazards

<a id="gm-environmental-fire-hazards"></a>
id: gm-environmental-fire-hazards
canonicalId: game-mechanics--gm-environmental-fire-hazards
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-environmental-fire-hazards

A burning area threatens characters and affects route choice.

#### How the technique works

<a id="gm-environmental-fire-hazards-rule"></a>
- A burning area threatens characters and affects route choice. <a id="gm-environmental-fire-hazards-definition"></a>

#### References and further reading

- [Montezuma's Revenge (1984)](https://gamemechanics.org/patterns/environmental-fire-hazards/game/montezumas-revenge)
- [Tom Clancy's Splinter Cell (2002)](https://gamemechanics.org/patterns/environmental-fire-hazards/game/tom-clancys-splinter-cell)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/environmental-fire-hazards/game/doom-3)
- [Tomb Raider: Underworld (2008)](https://gamemechanics.org/patterns/environmental-fire-hazards/game/tomb-raider-underworld)
- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/environmental-fire-hazards/game/f-e-a-r-2-project-origin)

- [Game Mechanics: Environmental fire hazards](https://gamemechanics.org/patterns/environmental-fire-hazards)

## Damage

<a id="gm-category-damage"></a>

### 176. Player death animations

<a id="gm-player-death-animations"></a>
id: gm-player-death-animations
canonicalId: game-mechanics--gm-player-death-animations
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-player-death-animations

Character death triggers a distinct visual sequence.

#### How the technique works

<a id="gm-player-death-animations-rule"></a>
- Character death triggers a distinct visual sequence. <a id="gm-player-death-animations-definition"></a>

#### References and further reading

- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/player-death-animations/game/return-to-castle-wolfenstein)
- [Condemned: Criminal Origins (2006)](https://gamemechanics.org/patterns/player-death-animations/game/condemned-criminal-origins)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/player-death-animations/game/the-last-of-us)
- [Doom (2016)](https://gamemechanics.org/patterns/player-death-animations/game/doom-2016)
- [Dead Space (2023)](https://gamemechanics.org/patterns/player-death-animations/game/dead-space-2023)

- [Game Mechanics: Player death animations](https://gamemechanics.org/patterns/player-death-animations)

## Killing

<a id="gm-category-killing"></a>

### 177. Enemy death animation

<a id="gm-enemy-death-animation"></a>
id: gm-enemy-death-animation
canonicalId: game-mechanics--gm-enemy-death-animation
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-enemy-death-animation

Lethal damage triggers an enemy's death sequence.

#### How the technique works

<a id="gm-enemy-death-animation-rule"></a>
- Lethal damage triggers an enemy's death sequence. <a id="gm-enemy-death-animation-definition"></a>

#### References and further reading

- [Wolfenstein 3D (1992)](https://gamemechanics.org/patterns/enemy-death-animation/game/wolfenstein-3d)
- [Doom (1993)](https://gamemechanics.org/patterns/enemy-death-animation/game/doom)
- [Return to Castle Wolfenstein (2001)](https://gamemechanics.org/patterns/enemy-death-animation/game/return-to-castle-wolfenstein)

- [Game Mechanics: Enemy death animation](https://gamemechanics.org/patterns/enemy-death-animation)

## Blood

<a id="gm-category-blood"></a>

### 178. Blood pools

<a id="gm-blood-pools"></a>
id: gm-blood-pools
canonicalId: game-mechanics--gm-blood-pools
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-blood-pools

A surface pool marks an injured or dead character's location.

#### How the technique works

<a id="gm-blood-pools-rule"></a>
- A surface pool marks an injured or dead character's location. <a id="gm-blood-pools-definition"></a>

#### References and further reading

- [Hitman: Codename 47 (2000)](https://gamemechanics.org/patterns/blood-pools/game/hitman-codename-47)
- [Stranglehold (2007)](https://gamemechanics.org/patterns/blood-pools/game/stranglehold)

- [Game Mechanics: Blood pools](https://gamemechanics.org/patterns/blood-pools)

## Satisfying

<a id="gm-category-satisfying"></a>

### 179. Gibbing

<a id="gm-gibbing"></a>
id: gm-gibbing
canonicalId: game-mechanics--gm-gibbing
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-gibbing

A lethal impact breaks an enemy model into fragments.

#### How the technique works

<a id="gm-gibbing-rule"></a>
- A lethal impact breaks an enemy model into fragments. <a id="gm-gibbing-definition"></a>

#### References and further reading

- [Doom (1993)](https://gamemechanics.org/patterns/gibbing/game/doom)
- [Quake (1996)](https://gamemechanics.org/patterns/gibbing/game/quake)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/gibbing/game/doom-3)
- [Call of Duty 2 (2005)](https://gamemechanics.org/patterns/gibbing/game/call-of-duty-2)
- [Black Mesa (2015)](https://gamemechanics.org/patterns/gibbing/game/black-mesa)

- [Game Mechanics: Gibbing](https://gamemechanics.org/patterns/gibbing)

### 180. Exploding heads

<a id="gm-exploding-heads"></a>
id: gm-exploding-heads
canonicalId: game-mechanics--gm-exploding-heads
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-exploding-heads

A distinct effect depicts head destruction on impact.

#### How the technique works

<a id="gm-exploding-heads-rule"></a>
- A distinct effect depicts head destruction on impact. <a id="gm-exploding-heads-definition"></a>

#### References and further reading

- [Dead Rising 2 (2010)](https://gamemechanics.org/patterns/exploding-heads/game/dead-rising-2)
- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/exploding-heads/game/robocop-rogue-city)

- [Game Mechanics: Exploding heads](https://gamemechanics.org/patterns/exploding-heads)

### 181. Limb ripping

<a id="gm-limb-ripping"></a>
id: gm-limb-ripping
canonicalId: game-mechanics--gm-limb-ripping
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-limb-ripping

A combat action detaches an opponent's limb.

#### How the technique works

<a id="gm-limb-ripping-rule"></a>
- A combat action detaches an opponent's limb. <a id="gm-limb-ripping-definition"></a>

#### References and further reading

- [Dead Rising 2 (2010)](https://gamemechanics.org/patterns/limb-ripping/game/dead-rising-2)
- [Doom Eternal (2020)](https://gamemechanics.org/patterns/limb-ripping/game/doom-eternal)

- [Game Mechanics: Limb ripping](https://gamemechanics.org/patterns/limb-ripping)

### 182. Cutting enemies in half

<a id="gm-cutting-in-half"></a>
id: gm-cutting-in-half
canonicalId: game-mechanics--gm-cutting-in-half
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cutting-in-half

An attack separates a target's body into two sections.

#### How the technique works

<a id="gm-cutting-in-half-rule"></a>
- An attack separates a target's body into two sections. <a id="gm-cutting-in-half-definition"></a>

#### References and further reading

- [Dead Rising 2 (2010)](https://gamemechanics.org/patterns/cutting-in-half/game/dead-rising-2)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/cutting-in-half/game/bulletstorm)
- [Dead Rising 3 (2013)](https://gamemechanics.org/patterns/cutting-in-half/game/dead-rising-3)
- [Dying Light (2015)](https://gamemechanics.org/patterns/cutting-in-half/game/dying-light)
- [Doom (2016)](https://gamemechanics.org/patterns/cutting-in-half/game/doom-2016)

- [Game Mechanics: Cutting enemies in half](https://gamemechanics.org/patterns/cutting-in-half)

### 183. Ripping enemies apart

<a id="gm-ripping-apart"></a>
id: gm-ripping-apart
canonicalId: game-mechanics--gm-ripping-apart
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-ripping-apart

A forceful action tears an enemy's body apart.

#### How the technique works

<a id="gm-ripping-apart-rule"></a>
- A forceful action tears an enemy's body apart. <a id="gm-ripping-apart-definition"></a>

#### References and further reading

- [Dead Rising 4 (2016)](https://gamemechanics.org/patterns/ripping-apart/game/dead-rising-4)
- [Mortal Kombat X (2015)](https://gamemechanics.org/patterns/ripping-apart/game/mortal-kombat-x)
- [Doom (2016)](https://gamemechanics.org/patterns/ripping-apart/game/doom-2016)
- [Doom Eternal (2020)](https://gamemechanics.org/patterns/ripping-apart/game/doom-eternal)

- [Game Mechanics: Ripping enemies apart](https://gamemechanics.org/patterns/ripping-apart)

### 184. Shredding enemies

<a id="gm-shredding"></a>
id: gm-shredding
canonicalId: game-mechanics--gm-shredding
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-shredding

A sustained effect visibly shreds a target's body.

#### How the technique works

<a id="gm-shredding-rule"></a>
- A sustained effect visibly shreds a target's body. <a id="gm-shredding-definition"></a>

#### References and further reading

- [Painkiller (2004)](https://gamemechanics.org/patterns/shredding/game/painkiller)
- [Dead Rising 2 (2010)](https://gamemechanics.org/patterns/shredding/game/dead-rising-2)
- [Bulletstorm (2011)](https://gamemechanics.org/patterns/shredding/game/bulletstorm)

- [Game Mechanics: Shredding enemies](https://gamemechanics.org/patterns/shredding)

### 185. Head crushing

<a id="gm-head-crushing"></a>
id: gm-head-crushing
canonicalId: game-mechanics--gm-head-crushing
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-head-crushing

A close-range action uses a distinct head-crushing effect.

#### How the technique works

<a id="gm-head-crushing-rule"></a>
- A close-range action uses a distinct head-crushing effect. <a id="gm-head-crushing-definition"></a>

#### References and further reading

- [Dying Light 2 Stay Human (2022)](https://gamemechanics.org/patterns/head-crushing/game/dying-light-2)
- [Doom (2016)](https://gamemechanics.org/patterns/head-crushing/game/doom-2016)
- [The Last of Us (2013)](https://gamemechanics.org/patterns/head-crushing/game/the-last-of-us)

- [Game Mechanics: Head crushing](https://gamemechanics.org/patterns/head-crushing)

### 186. Spine ripping

<a id="gm-spine-ripping"></a>
id: gm-spine-ripping
canonicalId: game-mechanics--gm-spine-ripping
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-spine-ripping

A finishing move depicts removal of an opponent's spine.

#### How the technique works

<a id="gm-spine-ripping-rule"></a>
- A finishing move depicts removal of an opponent's spine. <a id="gm-spine-ripping-definition"></a>

#### References and further reading

- [Mortal Kombat (1992)](https://gamemechanics.org/patterns/spine-ripping/game/mortal-kombat)
- [Mortal Kombat 4 (1997)](https://gamemechanics.org/patterns/spine-ripping/game/mortal-kombat-4)
- [Mortal Kombat vs. DC Universe (2008)](https://gamemechanics.org/patterns/spine-ripping/game/mortal-kombat-vs-dc-universe)
- [Mortal Kombat (2011)](https://gamemechanics.org/patterns/spine-ripping/game/mortal-kombat-2011)
- [Mortal Kombat 1 (2023)](https://gamemechanics.org/patterns/spine-ripping/game/mortal-kombat-1)
- [Doom Eternal (2020)](https://gamemechanics.org/patterns/spine-ripping/game/doom-eternal)

- [Game Mechanics: Spine ripping](https://gamemechanics.org/patterns/spine-ripping)

## Immersion killers

<a id="gm-category-immersion-killers"></a>

### 187. Bullet impact desync

<a id="gm-bullet-impact-desync"></a>
id: gm-bullet-impact-desync
canonicalId: game-mechanics--gm-bullet-impact-desync
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-bullet-impact-desync

A visible shot and its impact disagree in timing or position.

#### How the technique works

<a id="gm-bullet-impact-desync-rule"></a>
- A visible shot and its impact disagree in timing or position. <a id="gm-bullet-impact-desync-definition"></a>

#### References and further reading

- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/bullet-impact-desync/game/robocop-rogue-city)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/bullet-impact-desync/game/tom-clancys-ghost-recon-breakpoint)

- [Game Mechanics: Bullet impact desync](https://gamemechanics.org/patterns/bullet-impact-desync)

### 188. Invincible until death

<a id="gm-invincible-until-death"></a>
id: gm-invincible-until-death
canonicalId: game-mechanics--gm-invincible-until-death
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-invincible-until-death

A target maintains its behavior until its health is exhausted.

#### How the technique works

<a id="gm-invincible-until-death-rule"></a>
- A target maintains its behavior until its health is exhausted. <a id="gm-invincible-until-death-definition"></a>

#### References and further reading

- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/invincible-until-death/game/robocop-rogue-city)
- [Doom 3 (2004)](https://gamemechanics.org/patterns/invincible-until-death/game/doom-3)

- [Game Mechanics: Invincible until death](https://gamemechanics.org/patterns/invincible-until-death)

### 189. Artificial progression gate

<a id="gm-artificial-progression-gate"></a>
id: gm-artificial-progression-gate
canonicalId: game-mechanics--gm-artificial-progression-gate
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-artificial-progression-gate

A scripted condition blocks passage regardless of the character's physical capabilities.

#### How the technique works

<a id="gm-artificial-progression-gate-rule"></a>
- A scripted condition blocks passage regardless of the character's physical capabilities. <a id="gm-artificial-progression-gate-definition"></a>

#### References and further reading

- [Dead Island 2 (2024)](https://gamemechanics.org/patterns/artificial-progression-gate/game/dead-island-2)
- [Clive Barker's Hellraiser: Revival (2026)](https://gamemechanics.org/patterns/artificial-progression-gate/game/clive-barkers-hellraiser-revival)

- [Game Mechanics: Artificial progression gate](https://gamemechanics.org/patterns/artificial-progression-gate)

### 190. Forced path

<a id="gm-forced-path"></a>
id: gm-forced-path
canonicalId: game-mechanics--gm-forced-path
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-forced-path

Level structure leaves the player a single route forward.

#### How the technique works

<a id="gm-forced-path-rule"></a>
- Level structure leaves the player a single route forward. <a id="gm-forced-path-definition"></a>

#### References and further reading

- [Dead Island 2 (2024)](https://gamemechanics.org/patterns/forced-path/game/dead-island-2)

- [Game Mechanics: Forced path](https://gamemechanics.org/patterns/forced-path)

### 191. Enemy outpost respawn

<a id="gm-enemy-outpost-respawn"></a>
id: gm-enemy-outpost-respawn
canonicalId: game-mechanics--gm-enemy-outpost-respawn
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-enemy-outpost-respawn

A cleared location becomes occupied by enemies again.

#### How the technique works

<a id="gm-enemy-outpost-respawn-rule"></a>
- A cleared location becomes occupied by enemies again. <a id="gm-enemy-outpost-respawn-definition"></a>

#### References and further reading

- [Far Cry 2 (2008)](https://gamemechanics.org/patterns/enemy-outpost-respawn/game/far-cry-2)

- [Game Mechanics: Enemy outpost respawn](https://gamemechanics.org/patterns/enemy-outpost-respawn)

### 192. Disappearing bodies and wrecks

<a id="gm-disappearing-bodies-and-wrecks"></a>
id: gm-disappearing-bodies-and-wrecks
canonicalId: game-mechanics--gm-disappearing-bodies-and-wrecks
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-disappearing-bodies-and-wrecks

The game removes objects left behind after combat.

#### How the technique works

<a id="gm-disappearing-bodies-and-wrecks-rule"></a>
- The game removes objects left behind after combat. <a id="gm-disappearing-bodies-and-wrecks-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/disappearing-bodies-and-wrecks/game/tom-clancys-ghost-recon-breakpoint)
- [Stranglehold (2007)](https://gamemechanics.org/patterns/disappearing-bodies-and-wrecks/game/stranglehold)

- [Game Mechanics: Disappearing bodies and wrecks](https://gamemechanics.org/patterns/disappearing-bodies-and-wrecks)

### 193. Leaving mission area

<a id="gm-leaving-mission-area"></a>
id: gm-leaving-mission-area
canonicalId: game-mechanics--gm-leaving-mission-area
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-leaving-mission-area

Moving away from the mission area triggers a warning or consequence.

#### How the technique works

<a id="gm-leaving-mission-area-rule"></a>
- Moving away from the mission area triggers a warning or consequence. <a id="gm-leaving-mission-area-definition"></a>

#### References and further reading

- [Tom Clancy's Ghost Recon: Wildlands (2017)](https://gamemechanics.org/patterns/leaving-mission-area/game/tom-clancys-ghost-recon-wildlands)

- [Game Mechanics: Leaving mission area](https://gamemechanics.org/patterns/leaving-mission-area)

### 194. Forced return to map

<a id="gm-forced-return-to-map"></a>
id: gm-forced-return-to-map
canonicalId: game-mechanics--gm-forced-return-to-map
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-forced-return-to-map

Crossing an allowed boundary relocates the character back into play.

#### How the technique works

<a id="gm-forced-return-to-map-rule"></a>
- Crossing an allowed boundary relocates the character back into play. <a id="gm-forced-return-to-map-definition"></a>

#### References and further reading

- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/forced-return-to-map/game/far-cry-3)

- [Game Mechanics: Forced return to map](https://gamemechanics.org/patterns/forced-return-to-map)

### 195. Broken sense of isolation

<a id="gm-broken-sense-of-isolation"></a>
id: gm-broken-sense-of-isolation
canonicalId: game-mechanics--gm-broken-sense-of-isolation
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-broken-sense-of-isolation

Incongruous contact or guidance weakens an intended sense of isolation.

#### How the technique works

<a id="gm-broken-sense-of-isolation-rule"></a>
- Incongruous contact or guidance weakens an intended sense of isolation. <a id="gm-broken-sense-of-isolation-definition"></a>

#### References and further reading

- [Dead Space (2023)](https://gamemechanics.org/patterns/broken-sense-of-isolation/game/dead-space-2023)

- [Game Mechanics: Broken sense of isolation](https://gamemechanics.org/patterns/broken-sense-of-isolation)

### 196. Fake mirrors (without reflection)

<a id="gm-fake-mirrors"></a>
id: gm-fake-mirrors
canonicalId: game-mechanics--gm-fake-mirrors
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-fake-mirrors

A surface is presented as a mirror without reflecting the scene.

#### How the technique works

<a id="gm-fake-mirrors-rule"></a>
- A surface is presented as a mirror without reflecting the scene. <a id="gm-fake-mirrors-definition"></a>

#### References and further reading

- [Resident Evil 2 Remake (2019)](https://gamemechanics.org/patterns/fake-mirrors/game/resident-evil-2-remake)
- [Dead Island 2 (2024)](https://gamemechanics.org/patterns/fake-mirrors/game/dead-island-2)

- [Game Mechanics: Fake mirrors (without reflection)](https://gamemechanics.org/patterns/fake-mirrors)

### 197. All-or-nothing gore

<a id="gm-all-or-nothing-gore"></a>
id: gm-all-or-nothing-gore
canonicalId: game-mechanics--gm-all-or-nothing-gore
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-all-or-nothing-gore

Severe visible injury appears only when the target transitions to death.

#### How the technique works

<a id="gm-all-or-nothing-gore-rule"></a>
- Severe visible injury appears only when the target transitions to death. <a id="gm-all-or-nothing-gore-definition"></a>

#### References and further reading

- [F.E.A.R. 2: Project Origin (2009)](https://gamemechanics.org/patterns/all-or-nothing-gore/game/f-e-a-r-2-project-origin)

- [Game Mechanics: All-or-nothing gore](https://gamemechanics.org/patterns/all-or-nothing-gore)

### 198. Over-the-top blood splashes

<a id="gm-over-the-top-blood-splashes"></a>
id: gm-over-the-top-blood-splashes
canonicalId: game-mechanics--gm-over-the-top-blood-splashes
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-over-the-top-blood-splashes

Hit effects use an exaggerated amount of blood.

#### How the technique works

<a id="gm-over-the-top-blood-splashes-rule"></a>
- Hit effects use an exaggerated amount of blood. <a id="gm-over-the-top-blood-splashes-definition"></a>

#### References and further reading

- [RoboCop: Rogue City (2023)](https://gamemechanics.org/patterns/over-the-top-blood-splashes/game/robocop-rogue-city)

- [Game Mechanics: Over-the-top blood splashes](https://gamemechanics.org/patterns/over-the-top-blood-splashes)

### 199. Player as savior

<a id="gm-player-as-savior"></a>
id: gm-player-as-savior
canonicalId: game-mechanics--gm-player-as-savior
url: https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-player-as-savior

The setting repeatedly relies on the player character to solve others' problems.

#### How the technique works

<a id="gm-player-as-savior-rule"></a>
- The setting repeatedly relies on the player character to solve others' problems. <a id="gm-player-as-savior-definition"></a>

#### References and further reading

- [Fallout 4 (2015)](https://gamemechanics.org/patterns/player-as-savior/game/fallout-4)

- [Game Mechanics: Player as savior](https://gamemechanics.org/patterns/player-as-savior)

## How to use this catalog

The source snapshot was checked on October 20, 2026. Concise definitions were written for gamemechanics.pro; full discussions remain at the source links.

### Reference scope

Game, boss and further-reading associations come from the source catalog. They attribute its selections rather than independently verify every video or game implementation. Repeated examples from one game may share a gallery page.

### Material rights

CC BY 4.0 covers gamemechanics.pro’s original definitions and translations. Source texts, images and videos retain their owners’ rights. This catalog provides links without copying external galleries or full lessons.

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [Game Mechanics: Fixed camera angles](https://gamemechanics.org/patterns/fixed-camera-angles): Original pattern entry and reference gallery.
- [Game Mechanics: Trying to open locked doors](https://gamemechanics.org/patterns/trying-to-open-locked-doors): Original pattern entry and reference gallery.
- [Game Mechanics: Visible player body](https://gamemechanics.org/patterns/visible-player-body): Original pattern entry and reference gallery.
- [Game Mechanics: Readable notes](https://gamemechanics.org/patterns/readable-notes): Original pattern entry and reference gallery.
- [Game Mechanics: Manual save points](https://gamemechanics.org/patterns/manual-save-points): Original pattern entry and reference gallery.
- [Game Mechanics: Destructible barriers](https://gamemechanics.org/patterns/destructible-barriers): Original pattern entry and reference gallery.
- [Game Mechanics: Dragging Bodies](https://gamemechanics.org/patterns/dragging-bodies): Original pattern entry and reference gallery.
- [Game Mechanics: Elevators](https://gamemechanics.org/patterns/elevators): Original pattern entry and reference gallery.
- [Game Mechanics: Carrying bodies](https://gamemechanics.org/patterns/carrying-bodies): Original pattern entry and reference gallery.
- [Game Mechanics: Cloth physics](https://gamemechanics.org/patterns/cloth-physics): Original pattern entry and reference gallery.
- [Game Mechanics: Hiding bodies](https://gamemechanics.org/patterns/hiding-bodies): Original pattern entry and reference gallery.
- [Game Mechanics: Tetris inventory](https://gamemechanics.org/patterns/tetris-inventory): Original pattern entry and reference gallery.
- [Game Mechanics: Grid inventory](https://gamemechanics.org/patterns/grid-inventory): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic inventory](https://gamemechanics.org/patterns/diegetic-inventory): Original pattern entry and reference gallery.
- [Game Mechanics: Distorting glass](https://gamemechanics.org/patterns/distorting-glass): Original pattern entry and reference gallery.
- [Game Mechanics: Struggle escape](https://gamemechanics.org/patterns/struggle-escape): Original pattern entry and reference gallery.
- [Game Mechanics: Handheld Sensor](https://gamemechanics.org/patterns/handheld-sensor): Original pattern entry and reference gallery.
- [Game Mechanics: Device puzzle](https://gamemechanics.org/patterns/device-puzzle): Original pattern entry and reference gallery.
- [Game Mechanics: Views outside](https://gamemechanics.org/patterns/views-outside): Original pattern entry and reference gallery.
- [Game Mechanics: Manning a machine gun](https://gamemechanics.org/patterns/manning-a-machine-gun): Original pattern entry and reference gallery.
- [Game Mechanics: Enemies reloading weapons](https://gamemechanics.org/patterns/enemies-reloading-weapons): Original pattern entry and reference gallery.
- [Game Mechanics: Reloading gun](https://gamemechanics.org/patterns/reloading-gun): Original pattern entry and reference gallery.
- [Game Mechanics: Crawling under floors](https://gamemechanics.org/patterns/crawling-under-floors): Original pattern entry and reference gallery.
- [Game Mechanics: Drinking to heal](https://gamemechanics.org/patterns/drinking-to-heal): Original pattern entry and reference gallery.
- [Game Mechanics: Crawling through vents](https://gamemechanics.org/patterns/crawling-through-vents): Original pattern entry and reference gallery.
- [Game Mechanics: Vending machines (props)](https://gamemechanics.org/patterns/vending-machines-props): Original pattern entry and reference gallery.
- [Game Mechanics: Automatic doors](https://gamemechanics.org/patterns/automatic-doors): Original pattern entry and reference gallery.
- [Game Mechanics: Destructible floors](https://gamemechanics.org/patterns/destructible-floors): Original pattern entry and reference gallery.
- [Game Mechanics: Destructible walls](https://gamemechanics.org/patterns/destructible-walls): Original pattern entry and reference gallery.
- [Game Mechanics: Stabbing](https://gamemechanics.org/patterns/stabbing): Original pattern entry and reference gallery.
- [Game Mechanics: Environmental fire hazards](https://gamemechanics.org/patterns/environmental-fire-hazards): Original pattern entry and reference gallery.
- [Game Mechanics: Opening doors](https://gamemechanics.org/patterns/opening-doors): Original pattern entry and reference gallery.
- [Game Mechanics: Distant background scenery](https://gamemechanics.org/patterns/distant-background-scenery): Original pattern entry and reference gallery.
- [Game Mechanics: Eating to heal](https://gamemechanics.org/patterns/eating-to-heal): Original pattern entry and reference gallery.
- [Game Mechanics: Walking on stairs](https://gamemechanics.org/patterns/walking-on-stairs): Original pattern entry and reference gallery.
- [Game Mechanics: Rappelling](https://gamemechanics.org/patterns/rappelling): Original pattern entry and reference gallery.
- [Game Mechanics: Dynamic weather](https://gamemechanics.org/patterns/dynamic-weather): Original pattern entry and reference gallery.
- [Game Mechanics: Resting to heal](https://gamemechanics.org/patterns/resting-to-heal): Original pattern entry and reference gallery.
- [Game Mechanics: Environmental takedowns](https://gamemechanics.org/patterns/environmental-takedowns): Original pattern entry and reference gallery.
- [Game Mechanics: Climbing ladders](https://gamemechanics.org/patterns/climbing-ladders): Original pattern entry and reference gallery.
- [Game Mechanics: Ledge climb-up](https://gamemechanics.org/patterns/ledge-climb-up): Original pattern entry and reference gallery.
- [Game Mechanics: Tyrolean traverse](https://gamemechanics.org/patterns/tyrolean-traverse): Original pattern entry and reference gallery.
- [Game Mechanics: Driving cars](https://gamemechanics.org/patterns/driving-cars): Original pattern entry and reference gallery.
- [Game Mechanics: Navigating rapids](https://gamemechanics.org/patterns/navigating-rapids): Original pattern entry and reference gallery.
- [Game Mechanics: Climbing ropes](https://gamemechanics.org/patterns/climbing-ropes): Original pattern entry and reference gallery.
- [Game Mechanics: Wall running on ropes](https://gamemechanics.org/patterns/wall-running-on-ropes): Original pattern entry and reference gallery.
- [Game Mechanics: Ledge jumping](https://gamemechanics.org/patterns/ledge-jumping): Original pattern entry and reference gallery.
- [Game Mechanics: Jumping to ledges](https://gamemechanics.org/patterns/jumping-to-ledges): Original pattern entry and reference gallery.
- [Game Mechanics: Clearing obstacles with explosions](https://gamemechanics.org/patterns/clearing-obstacles-with-explosions): Original pattern entry and reference gallery.
- [Game Mechanics: Clearing obstacles with fire](https://gamemechanics.org/patterns/clearing-obstacles-with-fire): Original pattern entry and reference gallery.
- [Game Mechanics: Shimmying along ledges](https://gamemechanics.org/patterns/shimmying-along-ledges): Original pattern entry and reference gallery.
- [Game Mechanics: Taxi missions](https://gamemechanics.org/patterns/taxi-missions): Original pattern entry and reference gallery.
- [Game Mechanics: Player death animations](https://gamemechanics.org/patterns/player-death-animations): Original pattern entry and reference gallery.
- [Game Mechanics: Enemy hit reaction](https://gamemechanics.org/patterns/enemy-hit-reaction): Original pattern entry and reference gallery.
- [Game Mechanics: Enemy death animation](https://gamemechanics.org/patterns/enemy-death-animation): Original pattern entry and reference gallery.
- [Game Mechanics: Player damage feedback](https://gamemechanics.org/patterns/player-damage-feedback): Original pattern entry and reference gallery.
- [Game Mechanics: Fast travel](https://gamemechanics.org/patterns/fast-travel): Original pattern entry and reference gallery.
- [Game Mechanics: Torch](https://gamemechanics.org/patterns/torch): Original pattern entry and reference gallery.
- [Game Mechanics: Set-piece](https://gamemechanics.org/patterns/set-piece): Original pattern entry and reference gallery.
- [Game Mechanics: Shooting out lights](https://gamemechanics.org/patterns/shooting-out-lights): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic menu](https://gamemechanics.org/patterns/diegetic-menu): Original pattern entry and reference gallery.
- [Game Mechanics: Player as savior](https://gamemechanics.org/patterns/player-as-savior): Original pattern entry and reference gallery.
- [Game Mechanics: Heat haze](https://gamemechanics.org/patterns/heat-haze): Original pattern entry and reference gallery.
- [Game Mechanics: Terrain deformation](https://gamemechanics.org/patterns/terrain-deformation): Original pattern entry and reference gallery.
- [Game Mechanics: Floating health bars](https://gamemechanics.org/patterns/floating-health-bars): Original pattern entry and reference gallery.
- [Game Mechanics: Character customization](https://gamemechanics.org/patterns/character-customization): Original pattern entry and reference gallery.
- [Game Mechanics: Health display](https://gamemechanics.org/patterns/health-display): Original pattern entry and reference gallery.
- [Game Mechanics: Health-based character portrait](https://gamemechanics.org/patterns/health-based-character-portrait): Original pattern entry and reference gallery.
- [Game Mechanics: All-or-nothing gore](https://gamemechanics.org/patterns/all-or-nothing-gore): Original pattern entry and reference gallery.
- [Game Mechanics: Health stations](https://gamemechanics.org/patterns/health-stations): Original pattern entry and reference gallery.
- [Game Mechanics: Health pickups](https://gamemechanics.org/patterns/health-pickups): Original pattern entry and reference gallery.
- [Game Mechanics: Blood pools](https://gamemechanics.org/patterns/blood-pools): Original pattern entry and reference gallery.
- [Game Mechanics: Invincible until death](https://gamemechanics.org/patterns/invincible-until-death): Original pattern entry and reference gallery.
- [Game Mechanics: Over-the-top blood splashes](https://gamemechanics.org/patterns/over-the-top-blood-splashes): Original pattern entry and reference gallery.
- [Game Mechanics: Keycards](https://gamemechanics.org/patterns/keycards): Original pattern entry and reference gallery.
- [Game Mechanics: In-game cutscene](https://gamemechanics.org/patterns/in-game-cutscene): Original pattern entry and reference gallery.
- [Game Mechanics: Scripted spectacle](https://gamemechanics.org/patterns/scripted-spectacle): Original pattern entry and reference gallery.
- [Game Mechanics: Scripted scares](https://gamemechanics.org/patterns/scripted-scares): Original pattern entry and reference gallery.
- [Game Mechanics: Magnifying glass effect](https://gamemechanics.org/patterns/magnifying-glass-effect): Original pattern entry and reference gallery.
- [Game Mechanics: Moving environmental parts](https://gamemechanics.org/patterns/moving-environmental-parts): Original pattern entry and reference gallery.
- [Game Mechanics: Location-triggered event](https://gamemechanics.org/patterns/location-triggered-event): Original pattern entry and reference gallery.
- [Game Mechanics: Overhead traversal](https://gamemechanics.org/patterns/monkey-bar-traversal): Original pattern entry and reference gallery.
- [Game Mechanics: Combination Lock](https://gamemechanics.org/patterns/combination-lock): Original pattern entry and reference gallery.
- [Game Mechanics: Keypad codes](https://gamemechanics.org/patterns/keypad-codes): Original pattern entry and reference gallery.
- [Game Mechanics: Lockpicking](https://gamemechanics.org/patterns/lockpicking): Original pattern entry and reference gallery.
- [Game Mechanics: Sliding down ladders](https://gamemechanics.org/patterns/sliding-down-the-ladder): Original pattern entry and reference gallery.
- [Game Mechanics: Squeezing through narrow spaces](https://gamemechanics.org/patterns/squeezing-through-narrow-spaces): Original pattern entry and reference gallery.
- [Game Mechanics: Climbing over fences](https://gamemechanics.org/patterns/climbing-over-fences): Original pattern entry and reference gallery.
- [Game Mechanics: Traveling merchant](https://gamemechanics.org/patterns/traveling-merchant): Original pattern entry and reference gallery.
- [Game Mechanics: Vending machines (shops)](https://gamemechanics.org/patterns/vending-machines-shops): Original pattern entry and reference gallery.
- [Game Mechanics: Cheat codes](https://gamemechanics.org/patterns/cheat-codes): Original pattern entry and reference gallery.
- [Game Mechanics: Difficulty level](https://gamemechanics.org/patterns/difficulty-level): Original pattern entry and reference gallery.
- [Game Mechanics: Character classes](https://gamemechanics.org/patterns/character-classes): Original pattern entry and reference gallery.
- [Game Mechanics: Territory liberation](https://gamemechanics.org/patterns/territory-liberation): Original pattern entry and reference gallery.
- [Game Mechanics: Boss hierarchy](https://gamemechanics.org/patterns/boss-hierarchy): Original pattern entry and reference gallery.
- [Game Mechanics: Skill tree](https://gamemechanics.org/patterns/skill-tree): Original pattern entry and reference gallery.
- [Game Mechanics: Perk system](https://gamemechanics.org/patterns/perk-system): Original pattern entry and reference gallery.
- [Game Mechanics: Playable cutscene](https://gamemechanics.org/patterns/playable-cutscene): Original pattern entry and reference gallery.
- [Game Mechanics: Look-Around cutscene](https://gamemechanics.org/patterns/look-around-cutscene): Original pattern entry and reference gallery.
- [Game Mechanics: Limb ripping](https://gamemechanics.org/patterns/limb-ripping): Original pattern entry and reference gallery.
- [Game Mechanics: Blood footprints](https://gamemechanics.org/patterns/blood-footprints): Original pattern entry and reference gallery.
- [Game Mechanics: Stealing cars](https://gamemechanics.org/patterns/stealing-cars): Original pattern entry and reference gallery.
- [Game Mechanics: Leaving mission area](https://gamemechanics.org/patterns/leaving-mission-area): Original pattern entry and reference gallery.
- [Game Mechanics: Telekinesis](https://gamemechanics.org/patterns/telekinesis): Original pattern entry and reference gallery.
- [Game Mechanics: Forced return to map](https://gamemechanics.org/patterns/forced-return-to-map): Original pattern entry and reference gallery.
- [Game Mechanics: Showing door lock state](https://gamemechanics.org/patterns/showing-door-lock-state): Original pattern entry and reference gallery.
- [Game Mechanics: Broken sense of isolation](https://gamemechanics.org/patterns/broken-sense-of-isolation): Original pattern entry and reference gallery.
- [Game Mechanics: Natural world boundaries](https://gamemechanics.org/patterns/natural-world-boundaries): Original pattern entry and reference gallery.
- [Game Mechanics: Secret early ending](https://gamemechanics.org/patterns/secret-early-ending): Original pattern entry and reference gallery.
- [Game Mechanics: Carjacking](https://gamemechanics.org/patterns/carjacking): Original pattern entry and reference gallery.
- [Game Mechanics: Parachuting](https://gamemechanics.org/patterns/parachuting): Original pattern entry and reference gallery.
- [Game Mechanics: Gibbing](https://gamemechanics.org/patterns/gibbing): Original pattern entry and reference gallery.
- [Game Mechanics: Exploding heads](https://gamemechanics.org/patterns/exploding-heads): Original pattern entry and reference gallery.
- [Game Mechanics: Cutting enemies in half](https://gamemechanics.org/patterns/cutting-in-half): Original pattern entry and reference gallery.
- [Game Mechanics: Ripping enemies apart](https://gamemechanics.org/patterns/ripping-apart): Original pattern entry and reference gallery.
- [Game Mechanics: Shredding enemies](https://gamemechanics.org/patterns/shredding): Original pattern entry and reference gallery.
- [Game Mechanics: Head crushing](https://gamemechanics.org/patterns/head-crushing): Original pattern entry and reference gallery.
- [Game Mechanics: Spine ripping](https://gamemechanics.org/patterns/spine-ripping): Original pattern entry and reference gallery.
- [Game Mechanics: Raindrops on screen](https://gamemechanics.org/patterns/raindrops-on-screen): Original pattern entry and reference gallery.
- [Game Mechanics: Shooting down helicopters](https://gamemechanics.org/patterns/shooting-down-helicopters): Original pattern entry and reference gallery.
- [Game Mechanics: Casting shadow](https://gamemechanics.org/patterns/casting-shadow): Original pattern entry and reference gallery.
- [Game Mechanics: Searchlights](https://gamemechanics.org/patterns/searchlights): Original pattern entry and reference gallery.
- [Game Mechanics: Walking on ice](https://gamemechanics.org/patterns/walking-on-ice): Original pattern entry and reference gallery.
- [Game Mechanics: Tornado](https://gamemechanics.org/patterns/tornado): Original pattern entry and reference gallery.
- [Game Mechanics: Moving lights](https://gamemechanics.org/patterns/moving-lights): Original pattern entry and reference gallery.
- [Game Mechanics: Fog](https://gamemechanics.org/patterns/fog): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic vehicle repair](https://gamemechanics.org/patterns/diegetic-vehicle-repair): Original pattern entry and reference gallery.
- [Game Mechanics: Traces in snow](https://gamemechanics.org/patterns/traces-in-snow): Original pattern entry and reference gallery.
- [Game Mechanics: Snowstorm](https://gamemechanics.org/patterns/snowstorm): Original pattern entry and reference gallery.
- [Game Mechanics: Snow](https://gamemechanics.org/patterns/snow): Original pattern entry and reference gallery.
- [Game Mechanics: Thunderstorm](https://gamemechanics.org/patterns/thunderstorm): Original pattern entry and reference gallery.
- [Game Mechanics: Rain](https://gamemechanics.org/patterns/rain): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic ammo display](https://gamemechanics.org/patterns/diegetic-ammo-display): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic map](https://gamemechanics.org/patterns/diegetic-map): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic interface](https://gamemechanics.org/patterns/diegetic-interface): Original pattern entry and reference gallery.
- [Game Mechanics: Force-opening doors](https://gamemechanics.org/patterns/force-opening-doors): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic healing](https://gamemechanics.org/patterns/diegetic-healing): Original pattern entry and reference gallery.
- [Game Mechanics: Low health feedback](https://gamemechanics.org/patterns/low-health-feedback): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic health display](https://gamemechanics.org/patterns/diegetic-health-display): Original pattern entry and reference gallery.
- [Game Mechanics: Protagonist Self-Hints AKA: Talking to Yourself](https://gamemechanics.org/patterns/protagonist-self-hints): Original pattern entry and reference gallery.
- [Game Mechanics: Quick Time Events (QTEs)](https://gamemechanics.org/patterns/quick-time-events): Original pattern entry and reference gallery.
- [Game Mechanics: Smoke and flare markers](https://gamemechanics.org/patterns/smoke-and-flare-markers): Original pattern entry and reference gallery.
- [Game Mechanics: Electrifying water](https://gamemechanics.org/patterns/electrifying-water): Original pattern entry and reference gallery.
- [Game Mechanics: Electrocuting enemies](https://gamemechanics.org/patterns/electricuting-enemies): Original pattern entry and reference gallery.
- [Game Mechanics: Electrical hazards](https://gamemechanics.org/patterns/electrical-hazards): Original pattern entry and reference gallery.
- [Game Mechanics: Bullet impact desync](https://gamemechanics.org/patterns/bullet-impact-desync): Original pattern entry and reference gallery.
- [Game Mechanics: Flickering lights](https://gamemechanics.org/patterns/flickering-lights): Original pattern entry and reference gallery.
- [Game Mechanics: Water light reflections](https://gamemechanics.org/patterns/water-light-reflections): Original pattern entry and reference gallery.
- [Game Mechanics: Wall-penetrating weapons](https://gamemechanics.org/patterns/wall-penetrating-weapons): Original pattern entry and reference gallery.
- [Game Mechanics: Zipline](https://gamemechanics.org/patterns/zipline): Original pattern entry and reference gallery.
- [Game Mechanics: Magical vision](https://gamemechanics.org/patterns/magical-vision): Original pattern entry and reference gallery.
- [Game Mechanics: Broken mirrors](https://gamemechanics.org/patterns/broken-mirrors): Original pattern entry and reference gallery.
- [Game Mechanics: Fake mirrors (without reflection)](https://gamemechanics.org/patterns/fake-mirrors): Original pattern entry and reference gallery.
- [Game Mechanics: Freezing enemies](https://gamemechanics.org/patterns/freezing-enemies): Original pattern entry and reference gallery.
- [Game Mechanics: Sinking in swamp](https://gamemechanics.org/patterns/sinking-in-swamp): Original pattern entry and reference gallery.
- [Game Mechanics: See-through vision (X-ray)](https://gamemechanics.org/patterns/see-through-vision): Original pattern entry and reference gallery.
- [Game Mechanics: Thermal vision](https://gamemechanics.org/patterns/thermal-vision): Original pattern entry and reference gallery.
- [Game Mechanics: Night vision](https://gamemechanics.org/patterns/night-vision): Original pattern entry and reference gallery.
- [Game Mechanics: Pilotable mech](https://gamemechanics.org/patterns/pilotable-mech): Original pattern entry and reference gallery.
- [Game Mechanics: Recon drone](https://gamemechanics.org/patterns/recon-drone): Original pattern entry and reference gallery.
- [Game Mechanics: Self-guided missiles](https://gamemechanics.org/patterns/self-guided-missiles): Original pattern entry and reference gallery.
- [Game Mechanics: Lava](https://gamemechanics.org/patterns/lava): Original pattern entry and reference gallery.
- [Game Mechanics: Sniping](https://gamemechanics.org/patterns/sniping): Original pattern entry and reference gallery.
- [Game Mechanics: Wreck model replacement](https://gamemechanics.org/patterns/wreck-model-replacement): Original pattern entry and reference gallery.
- [Game Mechanics: Vehicle destruction debris](https://gamemechanics.org/patterns/vehicle-destruction-debris): Original pattern entry and reference gallery.
- [Game Mechanics: Wet and reflecting surfaces](https://gamemechanics.org/patterns/wet-surfaces): Original pattern entry and reference gallery.
- [Game Mechanics: Feeding enemies to creatures](https://gamemechanics.org/patterns/feeding-enemies-to-creatures): Original pattern entry and reference gallery.
- [Game Mechanics: Flashlight](https://gamemechanics.org/patterns/flashlight): Original pattern entry and reference gallery.
- [Game Mechanics: Forced path](https://gamemechanics.org/patterns/forced-path): Original pattern entry and reference gallery.
- [Game Mechanics: Throwing objects](https://gamemechanics.org/patterns/throwing-objects): Original pattern entry and reference gallery.
- [Game Mechanics: Throwing enemies](https://gamemechanics.org/patterns/throwing-enemies): Original pattern entry and reference gallery.
- [Game Mechanics: Day & night cycle](https://gamemechanics.org/patterns/day-night-cycle): Original pattern entry and reference gallery.
- [Game Mechanics: Enemy health bars](https://gamemechanics.org/patterns/enemy-health-bars): Original pattern entry and reference gallery.
- [Game Mechanics: Blood decals](https://gamemechanics.org/patterns/blood-decals): Original pattern entry and reference gallery.
- [Game Mechanics: Blood splatters](https://gamemechanics.org/patterns/blood-splatters): Original pattern entry and reference gallery.
- [Game Mechanics: Chipping concrete](https://gamemechanics.org/patterns/chipping-concrete): Original pattern entry and reference gallery.
- [Game Mechanics: Enemy outpost respawn](https://gamemechanics.org/patterns/enemy-outpost-respawn): Original pattern entry and reference gallery.
- [Game Mechanics: Outpost clearing](https://gamemechanics.org/patterns/outpost-clearing): Original pattern entry and reference gallery.
- [Game Mechanics: Diving](https://gamemechanics.org/patterns/diving): Original pattern entry and reference gallery.
- [Game Mechanics: Swimming](https://gamemechanics.org/patterns/swimming): Original pattern entry and reference gallery.
- [Game Mechanics: Diegetic (in world) hints](https://gamemechanics.org/patterns/diegetic-hints): Original pattern entry and reference gallery.
- [Game Mechanics: Toxic liquids](https://gamemechanics.org/patterns/toxic-liquids): Original pattern entry and reference gallery.
- [Game Mechanics: Running NPCs over](https://gamemechanics.org/patterns/running-npcs-over): Original pattern entry and reference gallery.
- [Game Mechanics: Disappearing bodies and wrecks](https://gamemechanics.org/patterns/disappearing-bodies-and-wrecks): Original pattern entry and reference gallery.
- [Game Mechanics: TV & movies](https://gamemechanics.org/patterns/tv-movies): Original pattern entry and reference gallery.
- [Game Mechanics: Tire tracks](https://gamemechanics.org/patterns/tire-tracks): Original pattern entry and reference gallery.
- [Game Mechanics: CCTV access](https://gamemechanics.org/patterns/cctv-access): Original pattern entry and reference gallery.
- [Game Mechanics: Surveillance / security cameras](https://gamemechanics.org/patterns/surveillance-cameras): Original pattern entry and reference gallery.
- [Game Mechanics: Artificial progression gate](https://gamemechanics.org/patterns/artificial-progression-gate): Original pattern entry and reference gallery.
- [Game Mechanics: Trackable footprints](https://gamemechanics.org/patterns/trackable-footprints): Original pattern entry and reference gallery.
- [Game Mechanics: Footprints](https://gamemechanics.org/patterns/footprints): Original pattern entry and reference gallery.
- [Game Mechanics: Bullet time](https://gamemechanics.org/patterns/bullet-time): Original pattern entry and reference gallery.
- [Game Mechanics: Bullet cam](https://gamemechanics.org/patterns/bullet-cam): Original pattern entry and reference gallery.
- [Game Mechanics: Invisibility](https://gamemechanics.org/patterns/invisibility): Original pattern entry and reference gallery.
- [Game Mechanics: Jetpack](https://gamemechanics.org/patterns/jetpack): Original pattern entry and reference gallery.
- [Game Mechanics: Jump / boost packs](https://gamemechanics.org/patterns/jump-boost-packs): Original pattern entry and reference gallery.
- [Game Mechanics: Mirrors](https://gamemechanics.org/patterns/mirrors): Original pattern entry and reference gallery.
- [Game Mechanics: Wingsuit](https://gamemechanics.org/patterns/wingsuit): Original pattern entry and reference gallery.
- [Game Mechanics: Cutting down trees with bullets](https://gamemechanics.org/patterns/cutting-down-trees-with-bullets): Original pattern entry and reference gallery.
