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.
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Movement
1Opening doorsOverview and example ↗A player action changes a door into a passable state.1
Source categories: Movement, Doors.
How the technique works
- A player action changes a door into a passable state.
References and further reading
2Walking on stairsOverview and example ↗Character locomotion accommodates steps and elevation changes.1
Source categories: Movement, Vertical Movement.
How the technique works
- Character locomotion accommodates steps and elevation changes.
References and further reading
3Climbing laddersOverview and example ↗A ladder provides a controllable route between elevations.1
Source categories: Movement, Vertical Movement, Ladders.
How the technique works
- A ladder provides a controllable route between elevations.
References and further reading
4Jumping to ledgesOverview and example ↗A jump ends by grabbing an edge rather than landing normally.1
Source categories: Movement, Vertical Movement, Jumping, Ledges.
How the technique works
- A jump ends by grabbing an edge rather than landing normally.
References and further reading
5Ledge climb-upOverview and example ↗The character pulls up from a hanging grip onto a support.1
Source categories: Movement, Vertical Movement, Ledges.
How the technique works
- The character pulls up from a hanging grip onto a support.
References and further reading
6SwimmingOverview and example ↗Water supports a distinct character movement mode.1
Source categories: Movement, Water.
How the technique works
- Water supports a distinct character movement mode.
References and further reading
7DivingOverview and example ↗The character travels below the water surface.1
Source categories: Movement, Stealth, Water.
How the technique works
- The character travels below the water surface.
References and further reading
8Climbing over fencesOverview and example ↗The character crosses over a barrier instead of going around it.1
Source categories: Movement.
How the technique works
- The character crosses over a barrier instead of going around it.
References and further reading
9Crawling through ventsOverview and example ↗Ventilation ducts provide a confined alternative route through a level.1
Source categories: Movement.
How the technique works
- Ventilation ducts provide a confined alternative route through a level.
References and further reading
10Squeezing through narrow spacesOverview and example ↗A special pose enables passage where normal movement does not fit.1
Source categories: Movement.
How the technique works
- A special pose enables passage where normal movement does not fit.
References and further reading
11Crawling under floorsOverview and example ↗A low passage beneath flooring provides a traversal route.1
Source categories: Movement.
How the technique works
- A low passage beneath flooring provides a traversal route.
References and further reading
12Ledge jumpingOverview and example ↗The character jumps from one climbing grip to another.1
Source categories: Movement, Vertical Movement, Jumping, Ledges.
How the technique works
- The character jumps from one climbing grip to another.
References and further reading
13Shimmying along ledgesOverview and example ↗The character moves sideways while maintaining a grip or narrow foothold.1
Source categories: Movement, Ledges.
How the technique works
- The character moves sideways while maintaining a grip or narrow foothold.
References and further reading
14Fast travelOverview and example ↗The player relocates between distant points without traversing the full route.1
Source categories: Movement.
How the technique works
- The player relocates between distant points without traversing the full route.
References and further reading
15Climbing ropesOverview and example ↗A hanging rope provides a climbing route.1
Source categories: Movement, Vertical Movement, Ropes.
How the technique works
- A hanging rope provides a climbing route.
References and further reading
16RappellingOverview and example ↗A rope supports the character while descending along a surface.1
Source categories: Movement, Ropes.
How the technique works
- A rope supports the character while descending along a surface.
References and further reading
17ZiplineOverview and example ↗The character travels along a taut cable using a suspended attachment.1
Source categories: Movement, Vertical Movement, Ropes.
How the technique works
- The character travels along a taut cable using a suspended attachment.
References and further reading
18Sliding down laddersOverview and example ↗The character accelerates descent by sliding along a ladder.1
Source categories: Movement, Vertical Movement, Ladders.
How the technique works
- The character accelerates descent by sliding along a ladder.
References and further reading
19Overhead traversalOverview and example ↗The character traverses beneath overhead supports using handholds.1
Source categories: Movement.
How the technique works
- The character traverses beneath overhead supports using handholds.
References and further reading
20Tyrolean traverseOverview and example ↗The character crosses a gap hand over hand along a rope.1
Source categories: Movement, Ropes.
How the technique works
- The character crosses a gap hand over hand along a rope.
References and further reading
21Walking on iceOverview and example ↗An icy surface changes traction and movement control.1
Source categories: Movement, Weather.
How the technique works
- An icy surface changes traction and movement control.
References and further reading
22ParachutingOverview and example ↗A deployed parachute slows descent and enables landing control.1
Source categories: Movement, Flying, Vertical Movement.
How the technique works
- A deployed parachute slows descent and enables landing control.
References and further reading
23Wall running on ropesOverview and example ↗A rope supports lateral movement across a vertical surface.1
Source categories: Movement, Ropes.
How the technique works
- A rope supports lateral movement across a vertical surface.
References and further reading
24JetpackOverview and example ↗Thrust lets a character ascend or remain airborne.1
Source categories: Movement, Flying, Vertical Movement.
How the technique works
- Thrust lets a character ascend or remain airborne.
References and further reading
25Jump / boost packsOverview and example ↗A brief boost extends a jump or airborne movement.1
Source categories: Movement, Vertical Movement, Jumping.
How the technique works
- A brief boost extends a jump or airborne movement.
References and further reading
26WingsuitOverview and example ↗A suit enables gliding and control over descent.1
Source categories: Movement, Flying, Vertical Movement.
How the technique works
- A suit enables gliding and control over descent.
References and further reading
World interactions
27ElevatorsOverview and example ↗A moving platform transports the character between elevations.1
Source categories: World interactions, Vertical Movement, Worldbuilding, Level design.
How the technique works
- A moving platform transports the character between elevations.
References and further reading
28Terrain deformationOverview and example ↗Interactions alter the ground's shape during play.1
Source categories: World interactions.
How the technique works
- Interactions alter the ground's shape during play.
References and further reading
Combat
29Player damage feedbackOverview and example ↗Visuals, audio or interface cues communicate a hit to the player.1
Source categories: Combat, Health, Damage.
How the technique works
- Visuals, audio or interface cues communicate a hit to the player.
References and further reading
30Enemy hit reactionOverview and example ↗A hit produces visible movement or interrupts an enemy action.1
Source categories: Combat.
How the technique works
- A hit produces visible movement or interrupts an enemy action.
References and further reading
31Enemies reloading weaponsOverview and example ↗An emptied magazine makes an enemy pause firing to reload.1
Source categories: Combat, Weapons.
How the technique works
- An emptied magazine makes an enemy pause firing to reload.
References and further reading
32Struggle escapeOverview and example ↗A captured player performs an action to break free.1
Source categories: Combat, Melee Combat.
How the technique works
- A captured player performs an action to break free.
References and further reading
33StabbingOverview and example ↗A close-range thrust strikes the target with a pointed weapon.1
Source categories: Combat, Melee Combat.
How the technique works
- A close-range thrust strikes the target with a pointed weapon.
References and further reading
34Environmental takedownsOverview and example ↗A close-range action uses a nearby object or surface against an enemy.1
Source categories: Combat, Environmental hazards, Killing, Environment.
How the technique works
- A close-range action uses a nearby object or surface against an enemy.
References and further reading
35SnipingOverview and example ↗Precision aiming enables attacks on distant targets.1
Source categories: Combat, Stealth, Gunplay.
How the technique works
- Precision aiming enables attacks on distant targets.
References and further reading
36Outpost clearingOverview and example ↗Defeating defenders changes an enemy location's state.1
Source categories: Combat, Progression.
How the technique works
- Defeating defenders changes an enemy location's state.
References and further reading
37Electrocuting enemiesOverview and example ↗An electrical effect damages an enemy or disrupts its actions.1
Source categories: Combat, Killing, Electricity.
How the technique works
- An electrical effect damages an enemy or disrupts its actions.
References and further reading
38Freezing enemiesOverview and example ↗Cold places an enemy into a movement-restricting state.1
Source categories: Combat, Physics.
How the technique works
- Cold places an enemy into a movement-restricting state.
References and further reading
39Throwing enemiesOverview and example ↗A grabbed enemy can be thrown through space.1
Source categories: Combat, Satisfying.
How the technique works
- A grabbed enemy can be thrown through space.
References and further reading
40Self-guided missilesOverview and example ↗After launch, a missile adjusts its path toward a selected target.1
Source categories: Combat.
How the technique works
- After launch, a missile adjusts its path toward a selected target.
References and further reading
41Shooting down helicoptersOverview and example ↗The player damages an airborne target until it crashes or breaks apart.1
Source categories: Combat, Destruction.
How the technique works
- The player damages an airborne target until it crashes or breaks apart.
References and further reading
Health
42Health pickupsOverview and example ↗Collecting a world object replenishes health.1
Source categories: Health.
How the technique works
- Collecting a world object replenishes health.
References and further reading
43Health stationsOverview and example ↗Interacting with a designated device restores health.1
Source categories: Health.
How the technique works
- Interacting with a designated device restores health.
References and further reading
44Eating to healOverview and example ↗Eating food replenishes health.1
Source categories: Health, Damage.
How the technique works
- Eating food replenishes health.
References and further reading
45Drinking to healOverview and example ↗Consuming a liquid restores character health.1
Source categories: Health, Damage.
How the technique works
- Consuming a liquid restores character health.
References and further reading
46Resting to healOverview and example ↗Resting or sleeping restores health under the game's rules.1
Source categories: Health, Damage.
How the technique works
- Resting or sleeping restores health under the game's rules.
References and further reading
47Floating health barsOverview and example ↗A health indicator follows a character on screen.1
Source categories: Health.
How the technique works
- A health indicator follows a character on screen.
References and further reading
48Health-based character portraitOverview and example ↗A face portrait changes with the character's health condition.1
Source categories: Health, Damage.
How the technique works
- A face portrait changes with the character's health condition.
References and further reading
Visual feedback
49Low health feedbackOverview and example ↗Distinct cues warn that health is nearly exhausted.1
Source categories: Visual feedback, Health.
How the technique works
- Distinct cues warn that health is nearly exhausted.
References and further reading
50Showing door lock stateOverview and example ↗A door's appearance communicates whether it can open.1
Source categories: Visual feedback, Diegetic, Doors.
How the technique works
- A door's appearance communicates whether it can open.
References and further reading
Visual indicators
51Health displayOverview and example ↗An interface presents remaining health as a readable indicator.1
Source categories: Visual indicators, Health.
How the technique works
- An interface presents remaining health as a readable indicator.
References and further reading
52Diegetic interfaceOverview and example ↗Interface information is attached to objects within the game space.1
Source categories: Visual indicators, Diegetic.
How the technique works
- Interface information is attached to objects within the game space.
References and further reading
Camera & perception
53Fixed camera anglesOverview and example ↗The scene switches between predetermined camera positions.1
Source categories: Camera & perception.
How the technique works
- The scene switches between predetermined camera positions.
References and further reading
54Enemy health barsOverview and example ↗An indicator reports an enemy's remaining health.1
Source categories: Camera & perception, Visual language, Immersion killers, Visual feedback, Health.
How the technique works
- An indicator reports an enemy's remaining health.
References and further reading
55Night visionOverview and example ↗A viewing mode improves scene readability in low light.1
Source categories: Camera & perception.
How the technique works
- A viewing mode improves scene readability in low light.
References and further reading
56See-through vision (X-ray)Overview and example ↗A perception mode reveals objects behind opaque surfaces.1
Source categories: Camera & perception, Magic.
How the technique works
- A perception mode reveals objects behind opaque surfaces.
References and further reading
57Magical visionOverview and example ↗A special perception mode reveals otherwise hidden world information.1
Source categories: Camera & perception, Immersion killers, Magic.
How the technique works
- A special perception mode reveals otherwise hidden world information.
References and further reading
58Thermal visionOverview and example ↗Temperature differences become a readable image of potential targets.1
Source categories: Camera & perception.
How the technique works
- Temperature differences become a readable image of potential targets.
References and further reading
59Recon droneOverview and example ↗A remote craft scouts an area on the character's behalf.1
Source categories: Camera & perception, Stealth, Reconnaissance.
How the technique works
- A remote craft scouts an area on the character's behalf.
References and further reading
60CCTV accessOverview and example ↗The player gains remote views through installed cameras.1
Source categories: Camera & perception, Stealth, Detection, Access & Security.
How the technique works
- The player gains remote views through installed cameras.
References and further reading
61Bullet timeOverview and example ↗The game slows events relative to player action or perception.1
Source categories: Camera & perception, Combat, Gunplay, Satisfying.
How the technique works
- The game slows events relative to player action or perception.
References and further reading
62Bullet camOverview and example ↗The camera follows a projectile to emphasize its path and impact.1
Source categories: Camera & perception, Gunplay, Satisfying.
How the technique works
- The camera follows a projectile to emphasize its path and impact.
References and further reading
63Raindrops on screenOverview and example ↗Drops on the virtual lens suggest exposure to rain.1
Source categories: Camera & perception, Weather, Immersion, Water.
How the technique works
- Drops on the virtual lens suggest exposure to rain.
References and further reading
Resources
65Grid inventoryOverview and example ↗Slots determine item placement and storage capacity.1
Source categories: Resources.
How the technique works
- Slots determine item placement and storage capacity.
References and further reading
66Tetris inventoryOverview and example ↗Differently shaped items must fit inside limited storage space.1
Source categories: Resources.
How the technique works
- Differently shaped items must fit inside limited storage space.
References and further reading
67Diegetic inventoryOverview and example ↗Items are accessed through a container represented within the world.1
Source categories: Resources, Diegetic.
How the technique works
- Items are accessed through a container represented within the world.
References and further reading
68LockpickingOverview and example ↗A tool or minigame lets the player bypass a lock.1
Source categories: Resources, Access & Security, Doors.
How the technique works
- A tool or minigame lets the player bypass a lock.
References and further reading
Progression
69Skill treeOverview and example ↗Linked progression nodes govern the unlocking of abilities.1
Source categories: Progression, Character.
How the technique works
- Linked progression nodes govern the unlocking of abilities.
References and further reading
70Perk systemOverview and example ↗Individual upgrades modify character properties or action rules.1
Source categories: Progression.
How the technique works
- Individual upgrades modify character properties or action rules.
References and further reading
71Destructible barriersOverview and example ↗Breaking an obstacle exposes a route or its contents.1
Source categories: Progression, Obstacles.
How the technique works
- Breaking an obstacle exposes a route or its contents.
References and further reading
72Clearing obstacles with explosionsOverview and example ↗An explosion removes a barrier and opens a route.1
Source categories: Progression, Explosions, Obstacles.
How the technique works
- An explosion removes a barrier and opens a route.
References and further reading
73Clearing obstacles with fireOverview and example ↗Ignition removes a flammable obstacle from a route.1
Source categories: Progression, Fire, Obstacles.
How the technique works
- Ignition removes a flammable obstacle from a route.
References and further reading
74Boss hierarchyOverview and example ↗An opponent hierarchy connects individual victories to broader progression.1
Source categories: Progression.
How the technique works
- An opponent hierarchy connects individual victories to broader progression.
References and further reading
75Territory liberationOverview and example ↗Completing local objectives changes control of a map region.1
Source categories: Progression, Map.
How the technique works
- Completing local objectives changes control of a map region.
References and further reading
76Cheat codesOverview and example ↗A special command alters normal gameplay constraints.1
Source categories: Progression.
How the technique works
- A special command alters normal gameplay constraints.
References and further reading
Saving
77Manual save pointsOverview and example ↗Progress can be saved manually at designated objects or locations.1
Source categories: Saving.
How the technique works
- Progress can be saved manually at designated objects or locations.
References and further reading
Difficulty
78Difficulty levelOverview and example ↗A mode selection changes challenge parameters or available assistance.1
Source categories: Difficulty.
How the technique works
- A mode selection changes challenge parameters or available assistance.
References and further reading
Weapons
79Reloading gunOverview and example ↗The player spends time replenishing ammunition ready to fire.1
Source categories: Weapons.
How the technique works
- The player spends time replenishing ammunition ready to fire.
References and further reading
80Vending machines (shops)Overview and example ↗A world device exchanges player currency for goods.1
Source categories: Weapons, Equipment, Economics.
How the technique works
- A world device exchanges player currency for goods.
References and further reading
81Wall-penetrating weaponsOverview and example ↗A shot reaches a target behind a penetrable barrier.1
Source categories: Weapons, Magic.
How the technique works
- A shot reaches a target behind a penetrable barrier.
References and further reading
Gunplay
82Manning a machine gunOverview and example ↗The player occupies a firing position and controls a mounted weapon.1
Source categories: Gunplay, Weapons.
How the technique works
- The player occupies a firing position and controls a mounted weapon.
References and further reading
83Diegetic ammo displayOverview and example ↗An in-world weapon or device displays remaining ammunition.1
Source categories: Gunplay, Diegetic.
How the technique works
- An in-world weapon or device displays remaining ammunition.
References and further reading
84Blood decalsOverview and example ↗Hits leave blood marks projected onto surrounding surfaces.1
Source categories: Gunplay, Visual feedback, Environmental traces, Satisfying, Blood.
How the technique works
- Hits leave blood marks projected onto surrounding surfaces.
References and further reading
85Blood splattersOverview and example ↗A brief particle spray indicates a hit location.1
Source categories: Gunplay, Visual feedback, Satisfying, Blood.
How the technique works
- A brief particle spray indicates a hit location.
References and further reading
Obstacles
86Device puzzleOverview and example ↗The player adjusts a device's settings or connections to reach a target state.1
Source categories: Obstacles.
How the technique works
- The player adjusts a device's settings or connections to reach a target state.
References and further reading
Access & Security
87KeycardsOverview and example ↗An access credential unlocks matching routes.1
Source categories: Access & Security.
How the technique works
- An access credential unlocks matching routes.
References and further reading
88Keypad codesOverview and example ↗The player enters a known or discovered numeric code.1
Source categories: Access & Security.
How the technique works
- The player enters a known or discovered numeric code.
References and further reading
89Combination LockOverview and example ↗A correct sequence of positions or symbols releases a lock.1
Source categories: Access & Security.
How the technique works
- A correct sequence of positions or symbols releases a lock.
References and further reading
Doors
90Trying to open locked doorsOverview and example ↗A handle check or push communicates that a door cannot currently open.1
Source categories: Doors.
How the technique works
- A handle check or push communicates that a door cannot currently open.
References and further reading
91Automatic doorsOverview and example ↗A door activates on proximity or another specified condition.1
Source categories: Doors.
How the technique works
- A door activates on proximity or another specified condition.
References and further reading
Abilities
92Character classesOverview and example ↗A selected class defines an ability set and gameplay role.1
Source categories: Abilities, Character.
How the technique works
- A selected class defines an ability set and gameplay role.
References and further reading
Character
93Character customizationOverview and example ↗The player selects aspects of a character's appearance or identity.1
Source categories: Character.
How the technique works
- The player selects aspects of a character's appearance or identity.
References and further reading
Economics
94Traveling merchantOverview and example ↗Trading opportunities follow a mobile vendor.1
Source categories: Economics.
How the technique works
- Trading opportunities follow a mobile vendor.
References and further reading
Stealth
95Surveillance / security camerasOverview and example ↗A camera's viewing field participates in detection and alarms.1
Source categories: Stealth, Detection, Access & Security.
How the technique works
- A camera's viewing field participates in detection and alarms.
References and further reading
96SearchlightsOverview and example ↗A directed beam scans an area and may reveal a character.1
Source categories: Stealth, Atmosphere, Lights.
How the technique works
- A directed beam scans an area and may reveal a character.
References and further reading
97Hiding bodiesOverview and example ↗The player conceals a body from potential enemy discovery.1
Source categories: Stealth.
How the technique works
- The player conceals a body from potential enemy discovery.
References and further reading
98Dragging BodiesOverview and example ↗Dragging a body relocates it and changes its discovery risk.1
Source categories: Stealth.
How the technique works
- Dragging a body relocates it and changes its discovery risk.
References and further reading
99Carrying bodiesOverview and example ↗The character lifts a body and carries it elsewhere.1
Source categories: Stealth.
How the technique works
- The character lifts a body and carries it elsewhere.
References and further reading
100Shooting out lightsOverview and example ↗Shooting a light disables illumination and changes local visibility.1
Source categories: Stealth, Lights.
How the technique works
- Shooting a light disables illumination and changes local visibility.
References and further reading
101Trackable footprintsOverview and example ↗Persistent prints let the player reconstruct a target's route.1
Source categories: Stealth, Environmental traces.
How the technique works
- Persistent prints let the player reconstruct a target's route.
References and further reading
102InvisibilityOverview and example ↗An ability reduces a character's visual detectability.1
Source categories: Stealth.
How the technique works
- An ability reduces a character's visual detectability.
References and further reading
Environmental hazards
103Electrical hazardsOverview and example ↗Contact with a conductor or discharge threatens a character.1
Source categories: Environmental hazards, Electricity.
How the technique works
- Contact with a conductor or discharge threatens a character.
References and further reading
104Toxic liquidsOverview and example ↗Contact with a hazardous liquid applies damage or another harmful effect.1
Source categories: Environmental hazards.
How the technique works
- Contact with a hazardous liquid applies damage or another harmful effect.
References and further reading
105LavaOverview and example ↗Molten material defines a hazardous part of a level.1
Source categories: Environmental hazards.
How the technique works
- Molten material defines a hazardous part of a level.
References and further reading
106Electrifying waterOverview and example ↗An electrical source turns water into a damaging area.1
Source categories: Environmental hazards, Water, Electricity.
How the technique works
- An electrical source turns water into a damaging area.
References and further reading
107Sinking in swampOverview and example ↗Soft ground slows the character or draws them downward.1
Source categories: Environmental hazards.
How the technique works
- Soft ground slows the character or draws them downward.
References and further reading
108Feeding enemies to creaturesOverview and example ↗The player exposes an enemy to an attacking creature.1
Source categories: Environmental hazards, Killing.
How the technique works
- The player exposes an enemy to an attacking creature.
References and further reading
Destruction
109Destructible wallsOverview and example ↗Damaging a wall changes routes, visibility and attack directions.1
Source categories: Destruction.
How the technique works
- Damaging a wall changes routes, visibility and attack directions.
References and further reading
110Destructible floorsOverview and example ↗Breaking a floor creates an opening between elevations.1
Source categories: Destruction.
How the technique works
- Breaking a floor creates an opening between elevations.
References and further reading
111Force-opening doorsOverview and example ↗The character forces a door open through physical exertion.1
Source categories: Destruction, Satisfying, Doors.
How the technique works
- The character forces a door open through physical exertion.
References and further reading
112Throwing objectsOverview and example ↗The player picks up an object and launches it along a thrown trajectory.1
Source categories: Destruction, Satisfying.
How the technique works
- The player picks up an object and launches it along a thrown trajectory.
References and further reading
113Chipping concreteOverview and example ↗Impacts remove small surface fragments rather than leaving only flat marks.1
Source categories: Destruction, Immersion, Gunplay, Visual feedback, Environmental traces, Satisfying.
How the technique works
- Impacts remove small surface fragments rather than leaving only flat marks.
References and further reading
114Cutting down trees with bulletsOverview and example ↗Sufficient gunfire damage to a trunk makes a tree fall.1
Source categories: Destruction, Environmental traces, Satisfying, Vegetation.
How the technique works
- Sufficient gunfire damage to a trunk makes a tree fall.
References and further reading
Physics
115Cloth physicsOverview and example ↗Flexible material deforms in response to movement and external forces.1
Source categories: Physics.
How the technique works
- Flexible material deforms in response to movement and external forces.
References and further reading
Vehicles
116Driving carsOverview and example ↗The player controls a road vehicle's movement.1
Source categories: Vehicles.
How the technique works
- The player controls a road vehicle's movement.
References and further reading
117Stealing carsOverview and example ↗The player takes an unoccupied vehicle belonging to someone else.1
Source categories: Vehicles.
How the technique works
- The player takes an unoccupied vehicle belonging to someone else.
References and further reading
118CarjackingOverview and example ↗The player takes a vehicle from its current occupant.1
Source categories: Vehicles.
How the technique works
- The player takes a vehicle from its current occupant.
References and further reading
119Diegetic vehicle repairOverview and example ↗The character performs a visible repair action beside a vehicle.1
Source categories: Vehicles, Immersion, Diegetic, Health, Damage.
How the technique works
- The character performs a visible repair action beside a vehicle.
References and further reading
120Pilotable mechOverview and example ↗The player takes control of a walking combat vehicle.1
Source categories: Vehicles, Super powers.
How the technique works
- The player takes control of a walking combat vehicle.
References and further reading
122Taxi missionsOverview and example ↗The player transports passengers to requested destinations for rewards.1
Source categories: Vehicles, Economics, Missions & objectives.
How the technique works
- The player transports passengers to requested destinations for rewards.
References and further reading
123Vehicle destruction debrisOverview and example ↗Vehicle destruction detaches and scatters structural pieces.1
Source categories: Vehicles, Destruction, Explosions.
How the technique works
- Vehicle destruction detaches and scatters structural pieces.
References and further reading
124Wreck model replacementOverview and example ↗A prepared wreck model replaces a vehicle after destruction.1
Source categories: Vehicles, Destruction.
How the technique works
- A prepared wreck model replaces a vehicle after destruction.
References and further reading
125Running NPCs overOverview and example ↗A moving vehicle damages characters on collision.1
Source categories: Vehicles, Satisfying, Killing.
How the technique works
- A moving vehicle damages characters on collision.
References and further reading
Map
126Natural world boundariesOverview and example ↗Geography and plausible obstacles delimit accessible space.1
Source categories: Map, Open world.
How the technique works
- Geography and plausible obstacles delimit accessible space.
References and further reading
Worldbuilding
127Readable notesOverview and example ↗Documents in the environment provide information for the player to read.1
Source categories: Worldbuilding, Lore, Collectibles.
How the technique works
- Documents in the environment provide information for the player to read.
References and further reading
128Views outsideOverview and example ↗Windows and openings reveal space beyond the current interior.1
Source categories: Worldbuilding.
How the technique works
- Windows and openings reveal space beyond the current interior.
References and further reading
129Distant background sceneryOverview and example ↗Unreachable scenery suggests a world beyond the playable area.1
Source categories: Worldbuilding.
How the technique works
- Unreachable scenery suggests a world beyond the playable area.
References and further reading
130Vending machines (props)Overview and example ↗A vending machine establishes an inhabited setting without necessarily offering purchases.1
Source categories: Worldbuilding.
How the technique works
- A vending machine establishes an inhabited setting without necessarily offering purchases.
References and further reading
Story
131Secret early endingOverview and example ↗An unusual early choice ends the story before its main route.1
Source categories: Story, Secrets.
How the technique works
- An unusual early choice ends the story before its main route.
References and further reading
Scripted
132Location-triggered eventOverview and example ↗Entering a specified area triggers an event.1
Source categories: Scripted, Level design.
How the technique works
- Entering a specified area triggers an event.
References and further reading
133In-game cutsceneOverview and example ↗A staged sequence is rendered using the running game world.1
Source categories: Scripted, Cutscenes.
How the technique works
- A staged sequence is rendered using the running game world.
References and further reading
134Set-pieceOverview and example ↗An authored sequence combines traversal, threats and spectacle.1
Source categories: Scripted, Worldbuilding, Level design.
How the technique works
- An authored sequence combines traversal, threats and spectacle.
References and further reading
135Quick Time Events (QTEs)Overview and example ↗A brief input window ties a timely command to a sequence's outcome.1
Source categories: Scripted, Low agency.
How the technique works
- A brief input window ties a timely command to a sequence's outcome.
References and further reading
136Scripted scaresOverview and example ↗A trigger initiates an authored scare.1
Source categories: Scripted, Level design.
How the technique works
- A trigger initiates an authored scare.
References and further reading
137Scripted spectacleOverview and example ↗A dramatic event follows a predetermined script.1
Source categories: Scripted.
How the technique works
- A dramatic event follows a predetermined script.
References and further reading
Diegetic
138Diegetic mapOverview and example ↗Navigation uses a map represented as a physical world object.1
Source categories: Diegetic, Map, Open world.
How the technique works
- Navigation uses a map represented as a physical world object.
References and further reading
139Diegetic health displayOverview and example ↗A world device or equipment component indicates character health.1
Source categories: Diegetic, Health.
How the technique works
- A world device or equipment component indicates character health.
References and further reading
141Handheld SensorOverview and example ↗A held instrument reports nearby hidden objects or threats.1
Source categories: Diegetic.
How the technique works
- A held instrument reports nearby hidden objects or threats.
References and further reading
142Diegetic healingOverview and example ↗Health restoration includes an observable in-world character action.1
Source categories: Diegetic, Health.
How the technique works
- Health restoration includes an observable in-world character action.
References and further reading
143Protagonist Self-Hints AKA: Talking to YourselfOverview and example ↗The protagonist voices observations or a suggested next step.1
Source categories: Diegetic, Hints & Guidance.
How the technique works
- The protagonist voices observations or a suggested next step.
References and further reading
Immersion
144Visible player bodyOverview and example ↗Looking down reveals the playable character's own body.1
Source categories: Immersion, Player Embodiment.
How the technique works
- Looking down reveals the playable character's own body.
References and further reading
145Casting shadowOverview and example ↗Lighting casts the playable character's visible shadow into the scene.1
Source categories: Immersion, Atmosphere, Lights, Player Embodiment.
How the technique works
- Lighting casts the playable character's visible shadow into the scene.
References and further reading
146FlashlightOverview and example ↗A carried directional light reveals part of a dark space.1
Source categories: Immersion, Atmosphere, Lights.
How the technique works
- A carried directional light reveals part of a dark space.
References and further reading
147Moving environmental partsOverview and example ↗Animated scenery suggests working machinery or an active setting.1
Source categories: Immersion, Environment.
How the technique works
- Animated scenery suggests working machinery or an active setting.
References and further reading
148FootprintsOverview and example ↗Foot contact leaves marks recording movement across a surface.1
Source categories: Immersion, Environmental traces, Satisfying.
How the technique works
- Foot contact leaves marks recording movement across a surface.
References and further reading
149MirrorsOverview and example ↗A reflective surface shows the scene from another direction.1
Source categories: Immersion, Optical effects.
How the technique works
- A reflective surface shows the scene from another direction.
References and further reading
150Moving lightsOverview and example ↗A moving light changes illumination and shadows over time.1
Source categories: Immersion, Atmosphere, Lights.
How the technique works
- A moving light changes illumination and shadows over time.
References and further reading
151Wet and reflecting surfacesOverview and example ↗Moisture changes a material's sheen and reflectivity.1
Source categories: Immersion.
How the technique works
- Moisture changes a material's sheen and reflectivity.
References and further reading
152Tire tracksOverview and example ↗Wheels leave a readable trail of vehicle movement on a surface.1
Source categories: Immersion, Environmental traces.
How the technique works
- Wheels leave a readable trail of vehicle movement on a surface.
References and further reading
153Flickering lightsOverview and example ↗Unstable brightness changes local visibility and atmosphere.1
Source categories: Immersion, Atmosphere, Lights.
How the technique works
- Unstable brightness changes local visibility and atmosphere.
References and further reading
154Smoke and flare markersOverview and example ↗Smoke or a bright flare marks an important world location.1
Source categories: Immersion, Diegetic, Hints & Guidance.
How the technique works
- Smoke or a bright flare marks an important world location.
References and further reading
155Distorting glassOverview and example ↗Glass refracts the view of objects behind it.1
Source categories: Immersion, Visual effects, Refraction, Optical effects.
How the technique works
- Glass refracts the view of objects behind it.
References and further reading
156Heat hazeOverview and example ↗Image distortion suggests heated air.1
Source categories: Immersion, Visual effects, Refraction, Optical effects.
How the technique works
- Image distortion suggests heated air.
References and further reading
157Broken mirrorsOverview and example ↗Damage changes a mirror and its reflected view.1
Source categories: Immersion, Environmental traces, World consistency.
How the technique works
- Damage changes a mirror and its reflected view.
References and further reading
158TV & moviesOverview and example ↗The player can stop to watch media within the game world.1
Source categories: Immersion, World interactions.
How the technique works
- The player can stop to watch media within the game world.
References and further reading
Weather
159Day & night cycleOverview and example ↗A repeating time-of-day cycle changes world lighting.1
Source categories: Weather, Immersion.
How the technique works
- A repeating time-of-day cycle changes world lighting.
References and further reading
160RainOverview and example ↗Precipitation changes the environment's appearance and sound.1
Source categories: Weather.
How the technique works
- Precipitation changes the environment's appearance and sound.
References and further reading
161FogOverview and example ↗Airborne haze limits viewing distance.1
Source categories: Weather, Atmosphere.
How the technique works
- Airborne haze limits viewing distance.
References and further reading
162SnowOverview and example ↗Snowfall and ground cover establish environmental conditions.1
Source categories: Weather, Immersion.
How the technique works
- Snowfall and ground cover establish environmental conditions.
References and further reading
163ThunderstormOverview and example ↗Lightning and thunder alter a scene's lighting and sound.1
Source categories: Weather.
How the technique works
- Lightning and thunder alter a scene's lighting and sound.
References and further reading
164Dynamic weatherOverview and example ↗Weather conditions transition during play.1
Source categories: Weather.
How the technique works
- Weather conditions transition during play.
References and further reading
165Traces in snowOverview and example ↗Movement leaves visible impressions or grooves in snow.1
Source categories: Weather, Environmental traces.
How the technique works
- Movement leaves visible impressions or grooves in snow.
References and further reading
166SnowstormOverview and example ↗Heavy snow and wind alter visibility and route perception.1
Source categories: Weather.
How the technique works
- Heavy snow and wind alter visibility and route perception.
References and further reading
167TornadoOverview and example ↗A moving vortex creates hazards and affects the environment.1
Source categories: Weather, Environmental hazards, Destruction.
How the technique works
- A moving vortex creates hazards and affects the environment.
References and further reading
Lights
168TorchOverview and example ↗A carried flame illuminates surroundings and may support world interactions.1
Source categories: Lights, Fire.
How the technique works
- A carried flame illuminates surroundings and may support world interactions.
References and further reading
Super powers
169TelekinesisOverview and example ↗The player moves objects remotely without direct physical contact.1
Source categories: Super powers, Physics.
How the technique works
- The player moves objects remotely without direct physical contact.
References and further reading
Environmental traces
170Blood footprintsOverview and example ↗Footsteps leave stained prints after contact with blood.1
Source categories: Environmental traces, Blood.
How the technique works
- Footsteps leave stained prints after contact with blood.
References and further reading
Atmosphere
171Water light reflectionsOverview and example ↗A moving water surface produces changing patterns of reflected light.1
Source categories: Atmosphere, Lights, Water.
How the technique works
- A moving water surface produces changing patterns of reflected light.
References and further reading
Visual effects
172Magnifying glass effectOverview and example ↗An optical surface magnifies the scene viewed through it.1
Source categories: Visual effects, Worldbuilding, Refraction, Optical effects.
How the technique works
- An optical surface magnifies the scene viewed through it.
References and further reading
Cinematic
173Look-Around cutsceneOverview and example ↗The player controls viewing direction during a staged scene.1
Source categories: Cinematic, Low agency, Cutscenes.
How the technique works
- The player controls viewing direction during a staged scene.
References and further reading
Low agency
174Playable cutsceneOverview and example ↗The player retains limited action during a staged sequence.1
Source categories: Low agency, Cutscenes.
How the technique works
- The player retains limited action during a staged sequence.
References and further reading
Fire
175Environmental fire hazardsOverview and example ↗A burning area threatens characters and affects route choice.1
Source categories: Fire, Level design.
How the technique works
- A burning area threatens characters and affects route choice.
References and further reading
Damage
176Player death animationsOverview and example ↗Character death triggers a distinct visual sequence.1
Source categories: Damage.
How the technique works
- Character death triggers a distinct visual sequence.
References and further reading
Killing
177Enemy death animationOverview and example ↗Lethal damage triggers an enemy's death sequence.1
Source categories: Killing.
How the technique works
- Lethal damage triggers an enemy's death sequence.
References and further reading
Blood
178Blood poolsOverview and example ↗A surface pool marks an injured or dead character's location.1
Source categories: Blood.
How the technique works
- A surface pool marks an injured or dead character's location.
References and further reading
Satisfying
179GibbingOverview and example ↗A lethal impact breaks an enemy model into fragments.1
Source categories: Satisfying, Killing, Gore.
How the technique works
- A lethal impact breaks an enemy model into fragments.
References and further reading
180Exploding headsOverview and example ↗A distinct effect depicts head destruction on impact.1
Source categories: Satisfying, Killing, Explosions, Gore.
How the technique works
- A distinct effect depicts head destruction on impact.
References and further reading
181Limb rippingOverview and example ↗A combat action detaches an opponent's limb.1
Source categories: Satisfying, Killing, Gore.
How the technique works
- A combat action detaches an opponent's limb.
References and further reading
182Cutting enemies in halfOverview and example ↗An attack separates a target's body into two sections.1
Source categories: Satisfying, Killing, Gore.
How the technique works
- An attack separates a target's body into two sections.
References and further reading
183Ripping enemies apartOverview and example ↗A forceful action tears an enemy's body apart.1
Source categories: Satisfying, Killing, Blood, Gore.
How the technique works
- A forceful action tears an enemy's body apart.
References and further reading
184Shredding enemiesOverview and example ↗A sustained effect visibly shreds a target's body.1
Source categories: Satisfying, Killing, Blood, Gore.
How the technique works
- A sustained effect visibly shreds a target's body.
References and further reading
185Head crushingOverview and example ↗A close-range action uses a distinct head-crushing effect.1
Source categories: Satisfying, Killing, Gore.
How the technique works
- A close-range action uses a distinct head-crushing effect.
References and further reading
186Spine rippingOverview and example ↗A finishing move depicts removal of an opponent's spine.1
Source categories: Satisfying, Killing, Gore.
How the technique works
- A finishing move depicts removal of an opponent's spine.
References and further reading
Immersion killers
187Bullet impact desyncOverview and example ↗A visible shot and its impact disagree in timing or position.1
Source categories: Immersion killers.
How the technique works
- A visible shot and its impact disagree in timing or position.
References and further reading
188Invincible until deathOverview and example ↗A target maintains its behavior until its health is exhausted.1
Source categories: Immersion killers, Killing, Damage.
How the technique works
- A target maintains its behavior until its health is exhausted.
References and further reading
189Artificial progression gateOverview and example ↗A scripted condition blocks passage regardless of the character's physical capabilities.1
Source categories: Immersion killers, World consistency, Low agency, Frustration, Artificial restrictions.
How the technique works
- A scripted condition blocks passage regardless of the character's physical capabilities.
References and further reading
190Forced pathOverview and example ↗Level structure leaves the player a single route forward.1
Source categories: Immersion killers, Low agency, Artificial restrictions.
How the technique works
- Level structure leaves the player a single route forward.
References and further reading
191Enemy outpost respawnOverview and example ↗A cleared location becomes occupied by enemies again.1
Source categories: Immersion killers, World consistency.
How the technique works
- A cleared location becomes occupied by enemies again.
References and further reading
192Disappearing bodies and wrecksOverview and example ↗The game removes objects left behind after combat.1
Source categories: Immersion killers, World consistency.
How the technique works
- The game removes objects left behind after combat.
References and further reading
193Leaving mission areaOverview and example ↗Moving away from the mission area triggers a warning or consequence.1
Source categories: Immersion killers, Frustration, Artificial restrictions.
How the technique works
- Moving away from the mission area triggers a warning or consequence.
References and further reading
194Forced return to mapOverview and example ↗Crossing an allowed boundary relocates the character back into play.1
Source categories: Immersion killers, Artificial restrictions, Map, Open world.
How the technique works
- Crossing an allowed boundary relocates the character back into play.
References and further reading
195Broken sense of isolationOverview and example ↗Incongruous contact or guidance weakens an intended sense of isolation.1
Source categories: Immersion killers.
How the technique works
- Incongruous contact or guidance weakens an intended sense of isolation.
References and further reading
196Fake mirrors (without reflection)Overview and example ↗A surface is presented as a mirror without reflecting the scene.1
Source categories: Immersion killers, Physics, Performance optimizations, Graphics tricks.
How the technique works
- A surface is presented as a mirror without reflecting the scene.
References and further reading
197All-or-nothing goreOverview and example ↗Severe visible injury appears only when the target transitions to death.1
Source categories: Immersion killers, Killing, Blood, Gore.
How the technique works
- Severe visible injury appears only when the target transitions to death.
References and further reading
198Over-the-top blood splashesOverview and example ↗Hit effects use an exaggerated amount of blood.1
Source categories: Immersion killers, Blood, Gore.
How the technique works
- Hit effects use an exaggerated amount of blood.
References and further reading
199Player as saviorOverview and example ↗The setting repeatedly relies on the player character to solve others' problems.1
Source categories: Immersion killers.
How the technique works
- The setting repeatedly relies on the player character to solve others' problems.
References and further reading
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
Original pattern entry and reference gallery.
- Game Mechanics: Trying to open locked doors
Original pattern entry and reference gallery.
- Game Mechanics: Visible player body
Original pattern entry and reference gallery.
- Game Mechanics: Readable notes
Original pattern entry and reference gallery.
- Game Mechanics: Manual save points
Original pattern entry and reference gallery.
- Game Mechanics: Destructible barriers
Original pattern entry and reference gallery.
- Game Mechanics: Dragging Bodies
Original pattern entry and reference gallery.
- Game Mechanics: Elevators
Original pattern entry and reference gallery.
- Game Mechanics: Carrying bodies
Original pattern entry and reference gallery.
- Game Mechanics: Cloth physics
Original pattern entry and reference gallery.
- Game Mechanics: Hiding bodies
Original pattern entry and reference gallery.
- Game Mechanics: Tetris inventory
Original pattern entry and reference gallery.
- Game Mechanics: Grid inventory
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic inventory
Original pattern entry and reference gallery.
- Game Mechanics: Distorting glass
Original pattern entry and reference gallery.
- Game Mechanics: Struggle escape
Original pattern entry and reference gallery.
- Game Mechanics: Handheld Sensor
Original pattern entry and reference gallery.
- Game Mechanics: Device puzzle
Original pattern entry and reference gallery.
- Game Mechanics: Views outside
Original pattern entry and reference gallery.
- Game Mechanics: Manning a machine gun
Original pattern entry and reference gallery.
- Game Mechanics: Enemies reloading weapons
Original pattern entry and reference gallery.
- Game Mechanics: Reloading gun
Original pattern entry and reference gallery.
- Game Mechanics: Crawling under floors
Original pattern entry and reference gallery.
- Game Mechanics: Drinking to heal
Original pattern entry and reference gallery.
- Game Mechanics: Crawling through vents
Original pattern entry and reference gallery.
- Game Mechanics: Vending machines (props)
Original pattern entry and reference gallery.
- Game Mechanics: Automatic doors
Original pattern entry and reference gallery.
- Game Mechanics: Destructible floors
Original pattern entry and reference gallery.
- Game Mechanics: Destructible walls
Original pattern entry and reference gallery.
- Game Mechanics: Stabbing
Original pattern entry and reference gallery.
- Game Mechanics: Environmental fire hazards
Original pattern entry and reference gallery.
- Game Mechanics: Opening doors
Original pattern entry and reference gallery.
- Game Mechanics: Distant background scenery
Original pattern entry and reference gallery.
- Game Mechanics: Eating to heal
Original pattern entry and reference gallery.
- Game Mechanics: Walking on stairs
Original pattern entry and reference gallery.
- Game Mechanics: Rappelling
Original pattern entry and reference gallery.
- Game Mechanics: Dynamic weather
Original pattern entry and reference gallery.
- Game Mechanics: Resting to heal
Original pattern entry and reference gallery.
- Game Mechanics: Environmental takedowns
Original pattern entry and reference gallery.
- Game Mechanics: Climbing ladders
Original pattern entry and reference gallery.
- Game Mechanics: Ledge climb-up
Original pattern entry and reference gallery.
- Game Mechanics: Tyrolean traverse
Original pattern entry and reference gallery.
- Game Mechanics: Driving cars
Original pattern entry and reference gallery.
- Game Mechanics: Navigating rapids
Original pattern entry and reference gallery.
- Game Mechanics: Climbing ropes
Original pattern entry and reference gallery.
- Game Mechanics: Wall running on ropes
Original pattern entry and reference gallery.
- Game Mechanics: Ledge jumping
Original pattern entry and reference gallery.
- Game Mechanics: Jumping to ledges
Original pattern entry and reference gallery.
- Game Mechanics: Clearing obstacles with explosions
Original pattern entry and reference gallery.
- Game Mechanics: Clearing obstacles with fire
Original pattern entry and reference gallery.
- Game Mechanics: Shimmying along ledges
Original pattern entry and reference gallery.
- Game Mechanics: Taxi missions
Original pattern entry and reference gallery.
- Game Mechanics: Player death animations
Original pattern entry and reference gallery.
- Game Mechanics: Enemy hit reaction
Original pattern entry and reference gallery.
- Game Mechanics: Enemy death animation
Original pattern entry and reference gallery.
- Game Mechanics: Player damage feedback
Original pattern entry and reference gallery.
- Game Mechanics: Fast travel
Original pattern entry and reference gallery.
- Game Mechanics: Torch
Original pattern entry and reference gallery.
- Game Mechanics: Set-piece
Original pattern entry and reference gallery.
- Game Mechanics: Shooting out lights
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic menu
Original pattern entry and reference gallery.
- Game Mechanics: Player as savior
Original pattern entry and reference gallery.
- Game Mechanics: Heat haze
Original pattern entry and reference gallery.
- Game Mechanics: Terrain deformation
Original pattern entry and reference gallery.
- Game Mechanics: Floating health bars
Original pattern entry and reference gallery.
- Game Mechanics: Character customization
Original pattern entry and reference gallery.
- Game Mechanics: Health display
Original pattern entry and reference gallery.
- Game Mechanics: Health-based character portrait
Original pattern entry and reference gallery.
- Game Mechanics: All-or-nothing gore
Original pattern entry and reference gallery.
- Game Mechanics: Health stations
Original pattern entry and reference gallery.
- Game Mechanics: Health pickups
Original pattern entry and reference gallery.
- Game Mechanics: Blood pools
Original pattern entry and reference gallery.
- Game Mechanics: Invincible until death
Original pattern entry and reference gallery.
- Game Mechanics: Over-the-top blood splashes
Original pattern entry and reference gallery.
- Game Mechanics: Keycards
Original pattern entry and reference gallery.
- Game Mechanics: In-game cutscene
Original pattern entry and reference gallery.
- Game Mechanics: Scripted spectacle
Original pattern entry and reference gallery.
- Game Mechanics: Scripted scares
Original pattern entry and reference gallery.
- Game Mechanics: Magnifying glass effect
Original pattern entry and reference gallery.
- Game Mechanics: Moving environmental parts
Original pattern entry and reference gallery.
- Game Mechanics: Location-triggered event
Original pattern entry and reference gallery.
- Game Mechanics: Overhead traversal
Original pattern entry and reference gallery.
- Game Mechanics: Combination Lock
Original pattern entry and reference gallery.
- Game Mechanics: Keypad codes
Original pattern entry and reference gallery.
- Game Mechanics: Lockpicking
Original pattern entry and reference gallery.
- Game Mechanics: Sliding down ladders
Original pattern entry and reference gallery.
- Game Mechanics: Squeezing through narrow spaces
Original pattern entry and reference gallery.
- Game Mechanics: Climbing over fences
Original pattern entry and reference gallery.
- Game Mechanics: Traveling merchant
Original pattern entry and reference gallery.
- Game Mechanics: Vending machines (shops)
Original pattern entry and reference gallery.
- Game Mechanics: Cheat codes
Original pattern entry and reference gallery.
- Game Mechanics: Difficulty level
Original pattern entry and reference gallery.
- Game Mechanics: Character classes
Original pattern entry and reference gallery.
- Game Mechanics: Territory liberation
Original pattern entry and reference gallery.
- Game Mechanics: Boss hierarchy
Original pattern entry and reference gallery.
- Game Mechanics: Skill tree
Original pattern entry and reference gallery.
- Game Mechanics: Perk system
Original pattern entry and reference gallery.
- Game Mechanics: Playable cutscene
Original pattern entry and reference gallery.
- Game Mechanics: Look-Around cutscene
Original pattern entry and reference gallery.
- Game Mechanics: Limb ripping
Original pattern entry and reference gallery.
- Game Mechanics: Blood footprints
Original pattern entry and reference gallery.
- Game Mechanics: Stealing cars
Original pattern entry and reference gallery.
- Game Mechanics: Leaving mission area
Original pattern entry and reference gallery.
- Game Mechanics: Telekinesis
Original pattern entry and reference gallery.
- Game Mechanics: Forced return to map
Original pattern entry and reference gallery.
- Game Mechanics: Showing door lock state
Original pattern entry and reference gallery.
- Game Mechanics: Broken sense of isolation
Original pattern entry and reference gallery.
- Game Mechanics: Natural world boundaries
Original pattern entry and reference gallery.
- Game Mechanics: Secret early ending
Original pattern entry and reference gallery.
- Game Mechanics: Carjacking
Original pattern entry and reference gallery.
- Game Mechanics: Parachuting
Original pattern entry and reference gallery.
- Game Mechanics: Gibbing
Original pattern entry and reference gallery.
- Game Mechanics: Exploding heads
Original pattern entry and reference gallery.
- Game Mechanics: Cutting enemies in half
Original pattern entry and reference gallery.
- Game Mechanics: Ripping enemies apart
Original pattern entry and reference gallery.
- Game Mechanics: Shredding enemies
Original pattern entry and reference gallery.
- Game Mechanics: Head crushing
Original pattern entry and reference gallery.
- Game Mechanics: Spine ripping
Original pattern entry and reference gallery.
- Game Mechanics: Raindrops on screen
Original pattern entry and reference gallery.
- Game Mechanics: Shooting down helicopters
Original pattern entry and reference gallery.
- Game Mechanics: Casting shadow
Original pattern entry and reference gallery.
- Game Mechanics: Searchlights
Original pattern entry and reference gallery.
- Game Mechanics: Walking on ice
Original pattern entry and reference gallery.
- Game Mechanics: Tornado
Original pattern entry and reference gallery.
- Game Mechanics: Moving lights
Original pattern entry and reference gallery.
- Game Mechanics: Fog
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic vehicle repair
Original pattern entry and reference gallery.
- Game Mechanics: Traces in snow
Original pattern entry and reference gallery.
- Game Mechanics: Snowstorm
Original pattern entry and reference gallery.
- Game Mechanics: Snow
Original pattern entry and reference gallery.
- Game Mechanics: Thunderstorm
Original pattern entry and reference gallery.
- Game Mechanics: Rain
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic ammo display
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic map
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic interface
Original pattern entry and reference gallery.
- Game Mechanics: Force-opening doors
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic healing
Original pattern entry and reference gallery.
- Game Mechanics: Low health feedback
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic health display
Original pattern entry and reference gallery.
- Game Mechanics: Protagonist Self-Hints AKA: Talking to Yourself
Original pattern entry and reference gallery.
- Game Mechanics: Quick Time Events (QTEs)
Original pattern entry and reference gallery.
- Game Mechanics: Smoke and flare markers
Original pattern entry and reference gallery.
- Game Mechanics: Electrifying water
Original pattern entry and reference gallery.
- Game Mechanics: Electrocuting enemies
Original pattern entry and reference gallery.
- Game Mechanics: Electrical hazards
Original pattern entry and reference gallery.
- Game Mechanics: Bullet impact desync
Original pattern entry and reference gallery.
- Game Mechanics: Flickering lights
Original pattern entry and reference gallery.
- Game Mechanics: Water light reflections
Original pattern entry and reference gallery.
- Game Mechanics: Wall-penetrating weapons
Original pattern entry and reference gallery.
- Game Mechanics: Zipline
Original pattern entry and reference gallery.
- Game Mechanics: Magical vision
Original pattern entry and reference gallery.
- Game Mechanics: Broken mirrors
Original pattern entry and reference gallery.
- Game Mechanics: Fake mirrors (without reflection)
Original pattern entry and reference gallery.
- Game Mechanics: Freezing enemies
Original pattern entry and reference gallery.
- Game Mechanics: Sinking in swamp
Original pattern entry and reference gallery.
- Game Mechanics: See-through vision (X-ray)
Original pattern entry and reference gallery.
- Game Mechanics: Thermal vision
Original pattern entry and reference gallery.
- Game Mechanics: Night vision
Original pattern entry and reference gallery.
- Game Mechanics: Pilotable mech
Original pattern entry and reference gallery.
- Game Mechanics: Recon drone
Original pattern entry and reference gallery.
- Game Mechanics: Self-guided missiles
Original pattern entry and reference gallery.
- Game Mechanics: Lava
Original pattern entry and reference gallery.
- Game Mechanics: Sniping
Original pattern entry and reference gallery.
- Game Mechanics: Wreck model replacement
Original pattern entry and reference gallery.
- Game Mechanics: Vehicle destruction debris
Original pattern entry and reference gallery.
- Game Mechanics: Wet and reflecting surfaces
Original pattern entry and reference gallery.
- Game Mechanics: Feeding enemies to creatures
Original pattern entry and reference gallery.
- Game Mechanics: Flashlight
Original pattern entry and reference gallery.
- Game Mechanics: Forced path
Original pattern entry and reference gallery.
- Game Mechanics: Throwing objects
Original pattern entry and reference gallery.
- Game Mechanics: Throwing enemies
Original pattern entry and reference gallery.
- Game Mechanics: Day & night cycle
Original pattern entry and reference gallery.
- Game Mechanics: Enemy health bars
Original pattern entry and reference gallery.
- Game Mechanics: Blood decals
Original pattern entry and reference gallery.
- Game Mechanics: Blood splatters
Original pattern entry and reference gallery.
- Game Mechanics: Chipping concrete
Original pattern entry and reference gallery.
- Game Mechanics: Enemy outpost respawn
Original pattern entry and reference gallery.
- Game Mechanics: Outpost clearing
Original pattern entry and reference gallery.
- Game Mechanics: Diving
Original pattern entry and reference gallery.
- Game Mechanics: Swimming
Original pattern entry and reference gallery.
- Game Mechanics: Diegetic (in world) hints
Original pattern entry and reference gallery.
- Game Mechanics: Toxic liquids
Original pattern entry and reference gallery.
- Game Mechanics: Running NPCs over
Original pattern entry and reference gallery.
- Game Mechanics: Disappearing bodies and wrecks
Original pattern entry and reference gallery.
- Game Mechanics: TV & movies
Original pattern entry and reference gallery.
- Game Mechanics: Tire tracks
Original pattern entry and reference gallery.
- Game Mechanics: CCTV access
Original pattern entry and reference gallery.
- Game Mechanics: Surveillance / security cameras
Original pattern entry and reference gallery.
- Game Mechanics: Artificial progression gate
Original pattern entry and reference gallery.
- Game Mechanics: Trackable footprints
Original pattern entry and reference gallery.
- Game Mechanics: Footprints
Original pattern entry and reference gallery.
- Game Mechanics: Bullet time
Original pattern entry and reference gallery.
- Game Mechanics: Bullet cam
Original pattern entry and reference gallery.
- Game Mechanics: Invisibility
Original pattern entry and reference gallery.
- Game Mechanics: Jetpack
Original pattern entry and reference gallery.
- Game Mechanics: Jump / boost packs
Original pattern entry and reference gallery.
- Game Mechanics: Mirrors
Original pattern entry and reference gallery.
- Game Mechanics: Wingsuit
Original pattern entry and reference gallery.
- Game Mechanics: Cutting down trees with bullets
Original pattern entry and reference gallery.
CC BY 4.0 · gamemechanics.pro contributors