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Mechanics and variants

1Victory, defeat and alternative success conditionsOverview and example ↗Completion conditions define action value; alternative successes fulfill an objective through different constrained approaches.4

Mechanic variants

  • Primary objectives set mandatory completion criteria.
  • Alternatives replace combat with negotiation or bypass.
  • Draws have distinct results and consequences.
  • Failure preserves some useful world changes.

Design example. A settlement can be defended through battle or by evacuating all residents in time. Prototype check: Test simultaneous victory and defeat conditions with an explicit outcome priority.

Context and sources: Game Accessibility Guidelines
2Scores, combos, multipliers and recordsOverview and example ↗Scores evaluate actions while combos and multipliers link rewards to sequence and consistent execution.4

Mechanic variants

  • Base points weight individual actions.
  • Combos require another success before a window closes.
  • Multipliers raise the value of keeping a streak.
  • Records preserve results under shared mode conditions.

Design example. Varied tricks raise a multiplier while repeating one safe trick gradually loses value. Prototype check: Test indefinite scoring without progress and agreement between displayed and final totals.

Context and sources: Game Accessibility Guidelines
3Completion time, speedrunning and route optimizationOverview and example ↗Timed completion turns routing, transitions and execution reliability into a shared duration-minimization problem.4

Mechanic variants

  • Splits identify local time losses.
  • Ghosts display a previous personal trajectory.
  • Routes trade speed against failure probability.
  • Categories constrain permitted completion techniques.

Design example. A short jump saves seconds while a longer bypass provides a more reliable no-reset attempt. Prototype check: Test timing across pauses, loading and frame-rate changes so compared runs share the same timing rules.

Context and sources: Game Accessibility Guidelines
4Feedback, game feel and state readabilityOverview and example ↗Feedback makes state and action causality readable through coordinated visuals, sound, motion and tactile response.4

Mechanic variants

  • Anticipation shows an upcoming effect region.
  • Contact feedback confirms a successful action.
  • Distinct cues separate blocks from misses.
  • Settings reduce intensity without removing meaning.

Design example. A blocked strike changes sound and weapon motion and remains readable without camera shake. Prototype check: Disable decoration and audio separately; essential outcomes should remain identifiable through an available channel.

Context and sources: Game Accessibility Guidelines
5Diegetic interfaces and in-world instrumentsOverview and example ↗In-world instruments display state and require character actions, making interface reading part of a spatial challenge.4

Mechanic variants

  • Object-mounted gauges require orienting the object.
  • Panels permit control only while nearby.
  • Instrument screens constrain the field of view.
  • Redundant cues preserve essential state access.

Design example. Battery charge appears on a handheld instrument that must be raised instead of a weapon. Prototype check: Test gauge readability at low resolution and alternatives when instrument placement hides essential information.

Context and sources: Game Accessibility Guidelines
6Inventories, maps and interfaces as play spacesOverview and example ↗Interfaces become play spaces when placing, connecting or interpreting their elements directly changes a challenge's solution.4

Mechanic variants

  • Packing connects item shapes to storage space.
  • Maps permit rearranging connections between rooms.
  • Windows hide or reveal parts of a world.
  • Panels connect commands into executable sequences.

Design example. A player rearranges map rooms and changes actual doorway connections in a dungeon. Prototype check: Test visible links between interface operations and world changes, with undo before creating a dead end.

Context and sources: Game Accessibility Guidelines

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

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