← All mechanic references

Mechanics catalog

1Discovering available actionsOverview and example ↗The player learns what his character is already capable of doing.8

Variants and applications

  • Hidden command. Detecting an action that is available from the start of the game but not explicitly explained
  • Long retention. A familiar button triggers a different action if you hold it down long enough
  • Release action. The result depends on the moment the button is released, not pressed.
  • Sequence of commands. Several ordinary actions form a special command: a gesture, a melody, a combination of directions
  • Simultaneous action. Pressing together or combining actions creates a result that each action does not produce separately.
  • Contextual action. The command works differently when given a certain pose, orientation, surface, or position relative to an object
  • Deliberate inaction. To advance, you must stop moving, attacking, looking, or interfering
  • Reproduction of sample. The player repeats the movement, rhythm or behavior seen in a creature, mechanism or image
2Discovering object propertiesOverview and example ↗Knowledge expands the use of already available tools.7

Variants and applications

  • Secondary function of the item. The tool has additional uses that do not follow from its original role
  • Impact on the environment. Weapon or ability interacts with architecture, mechanisms and materials
  • Using the shape of an object. The length, thickness, contour or orientation of the object is important: it can be turned into a bridge, strut or template
  • Dependence of function on state. A wet, heated, charged, opened or damaged object behaves differently
  • Unobvious portability. An object perceived as part of a room can be taken away and used elsewhere
  • Hidden interactivity. The decorative element turns out to be a full-fledged object of interaction; an open rule helps recognize similar elements
  • Obstacle as a tool. A hazard, trap, or hostile object is used to solve another problem
3Discovering movement rulesOverview and example ↗What is important here is, first of all, a revision of the movement model. A simple improvement in reaction in itself does not belong to this type. In Leap Year, the developer directly ties understanding the game's secrets to accessing new areas. This is an example of a platformer where discoveries change the available navigation. Description of Leap Year.7

Variants and applications

  • Unusual jump rule. The possibility, height or result of a jump depends on a non-obvious condition
  • Conservation and transfer of momentum. Speed ​​can be accumulated, transferred between surfaces, or converted into other motion
  • Conditional fall safety. Danger is determined by the way you fall, the character's condition, or the landing surface
  • Unobvious walkable surface. Wall, ceiling, edge of object or decorative structure allows movement
  • Dropping as transport. Impact, explosion or collision allows you to enter an inaccessible area
  • Moving on objects. An item, creature, or mechanism can carry a character, although this is not initially obvious
  • Using environmental forces. Flows of air, liquid, gravity or other fields form a hidden transport system
Context and sources: Description of Leap Year
4Discovering physical and systemic rulesOverview and example ↗The player finds out by what laws the world works. These laws may be fictitious if the game applies them consistently. An example of deep exploration of a small set of interactions: A Monster's Expedition, where moving trees creates paths between islands. The developers specifically emphasize simple mechanics with many unlockable possibilities. Description of Draknek & Friends.9

Variants and applications

  • Mass and balance. The weight of objects affects platforms, counterweights, supports and structural stability
  • Friction and adhesion. Surfaces hold objects differently, convey movement, or allow sliding
  • Buoyancy and displacement. Objects change fluid levels, become bridges, or lift other objects
  • Material conversion. An object changes properties when frozen, melted, destroyed, dissolved, or otherwise transformed
  • Heat and combustion. The player unlocks the conditions of heating, ignition, spread and cease fire
  • Conductivity and signal transmission. Electricity, energy or conditioned signal propagates according to discovered rules
  • Optical interactions. Light is reflected, refracted, blocked or focused to control devices and access
  • Acoustic interactions. Sound travels through a medium, is reflected, or causes resonance and a physical reaction.
  • Pressure and flows. Closing channels, changing pressure or flow direction rearranges the available space
5Study of creatures and ecosystemsOverview and example ↗The player gains opportunities through understanding other people's behavior. This group is especially well represented in Toki Tori 2+: the developers propose to study the behavior of creatures and control them by whistling and stomping. Description of Two Tribes.7

Variants and applications

  • Attraction and repulsion. Knowing the reaction to sound, light, smell or movement allows you to guide creatures
  • Limitations of perception. Detecting what a creature sees, hears, and ignores reveals safe routes
  • Predator and prey. Relationships between creatures are used to open passages or change their location
  • Feeding and production. Having received a certain resource, a creature creates a useful object, substance or effect
  • Changing the state of a creature. Sleep, fear, satiety, growth or another stage change its capabilities and reactions
  • Interaction of several types. The desired result arises from a chain of relationships between different beings
  • Communication with creatures. The player masters signals, rituals, or sequences of actions that elicit a specific response.
Context and sources: Description of Two Tribes
6Discovering ways of perceivingOverview and example ↗What the player is able to notice and interpret changes.8

Variants and applications

  • Correct observation point. Disparate elements form a significant figure only from a certain place
  • Recognition of occluded objects. Understanding the structure of the image allows you to notice hidden passages, objects and extensions of structures
  • Reading reflections and shadows. They provide information about objects that cannot be directly seen
  • Changing the channel of perception. A filter, spectrum, lighting or observation mode reveals a different set of properties
  • Negative space. Information is carried by gaps and missing parts, and not by the depicted objects themselves.
  • Reading a sound picture. The pitch, timbre, direction or sequence of sounds encodes a route, state or command
  • Comparison of different feelings. Visual and audio information separately are not sufficient, but together they provide a solution
  • The influence of observation. The state of an object depends on whether it is observed, in what way and under what conditions
7Discovering spatial and topological rulesOverview and example ↗The player learns how places are connected to each other. Antichamber explicitly builds exploration around a non-Euclidean world, rearranging spaces and corridors that connect to each other in unusual ways. Description Antichamber.7

Variants and applications

  • Non-Euclidean connections. Spaces connect in ways that cannot be predicted from conventional geometry.
  • Dependence of transition on direction. Entering from the other side or moving in the opposite direction leads to a different result
  • Dependence of transition on route history. The sequence of previously visited places matters
  • Looped space. Going abroad brings you back to another part of the world; this property can be used to avoid obstacles
  • Nested spaces. The object contains an area that repeats, reduces, or transforms the external space
  • Connection between layers of the world. A change in one dimension, scale, or view affects the corresponding location in another
  • Hidden addressing principle. A teleport or transport network is controlled by coordinates, symbols, or a calculated address
Context and sources: Description of Antichamber
8Discovering temporal rulesOverview and example ↗The player understands when and in what sequence to act. Outer Wilds uses locations that change over time and a time loop. The official description explicitly lists areas that become inaccessible due to sand or planetary destruction. Description of Mobius Digital.8

Variants and applications

  • Time window of access. The passage only exists before or after a certain event
  • Periodic cycle. Availability of the place depends on the repeating phase: tide, rotation, change of lighting or operation of the mechanism
  • Schedule of objects and characters. Knowing routes and routines allows you to be in the right place at the right time
  • Delayed consequence. An action in one area causes a change in another after a known period of time
  • Process synchronization. It is necessary to combine several independent events or states
  • Sequence of preparation. Correct actions produce results only in a certain order
  • Reset as a tool. Restarting the cycle, returning to the original state or death provided for by the game becomes part of the route
  • Several temporary states of one place. Comparison of past, present, future or different stages of destruction reveals the way forward
Context and sources: Description of Mobius Digital
9Decoding languages ​​and notation systemsOverview and example ↗The player learns a way of reading information that is suitable for a variety of situations. Lingo combines word puzzles with non-linear exploration of interconnected spaces. Chants of Sennaar serves as a nearby example of language progression: understanding multiple related languages ​​helps overcome obstacles. These are useful references for the group, without having to categorize both games into one strict subgenre. Lingo, Chants of Sennaar.9

Variants and applications

  • Symbol meanings. The context determines which objects, actions or properties the signs represent
  • Rules for recording sounds. The player discovers how writing encodes pronunciation
  • Grammar. Word order, endings, or special markers change the meaning of the message
  • Notation. Unknown numeric designations become a tool for reading coordinates, quantities and codes
  • Direction and order of reading. Text or image must be read along an unusual path
  • Visual operator. The color, border, shape, or placement determines how the content is transformed
  • Word transformations. The solution is based on the meaning, sound, composition or rearrangement of parts of the word
  • Transfer between systems. One language or code helps to decipher another; compliance becomes a new tool
  • Executable language. The decrypted recording turns out to be instructions for a machine, a creature, or the world itself.
Context and sources: Lingo, Chants of Sennaar
10Deriving Formal RulesOverview and example ↗The player discovers a correctness condition and then solves new problems using it. Taiji shows how a single interface can support multiple unlockable rules: the player switches cells, but must understand what is required in each task system. Description Taiji.8

Variants and applications

  • Classification rule. We need to determine which objects belong to the same category and which property is truly significant
  • Quantity rule. Success depends on the number, sum, ratio or distribution of elements
  • Rule of neighborhood and connectivity. What matters are contacts, continuous areas, insulation and connection of parts
  • Rule of order. Elements must follow a detected sequence, hierarchy, or dependency
  • Symmetry and invariant. Some properties must be preserved when rotated, flipped, or transformed
  • Composition of rules. Several known constraints act simultaneously, creating a new class of problems
  • Priority and scope. The player figures out which rule applies first and which elements apply
  • Exception rule. A special sign or condition cancels, inverts, or modifies another restriction
Context and sources: Description of Taiji
11Social knowledgeOverview and example ↗These are possible mechanics for metroidbrainia, provided the player masters the applicable principle. The usual check of reputation or completed quest works differently.6

Variants and applications

  • Social protocol. Access is gained by knowing the rules of greeting, address, distance or behavior
  • Role and status recognition. Clothing, symbols and actions make it clear who has what powers
  • Proof of ownership. The player reproduces the conventions known to the group in order to be accepted as one of their own
  • Information asymmetry. Advancement depends on understanding who knows, assumes or hides what
  • Verifiable statement. The character can be convinced by presenting suitable evidence or identifying a contradiction
  • Mediation between groups. Understanding different languages, values ​​or customs allows for interaction and access
12Rethinking the interface and rules of the game itselfOverview and example ↗These techniques are not suitable for every game. They must be distinguished from random errors and external interference in files. In TUNIC, the manual contains instructions, maps and secrets at the same time. The approach itself is important: the communication of the rules becomes a riddle that the player solves. The developer describes this principle in detail in the article on creating the guide. Article by Andrew Shouldice.7

Variants and applications

  • Interface as a gaming space. The map, inventory, or menu allow interactions that change the state of the world
  • Physical properties of the document. The fold, page turn, image overlay, or document scale are involved in the decision
  • Metadata as information. Numbers, timestamps, signatures, or other service elements appear to be part of a pattern
  • Progress through the provided save operations. Loading, selecting a state or working with slots participate in the author's puzzle
  • World generation rule. The player masters the pattern of building changing levels, instead of memorizing a single layout
  • Unlocking the real victory condition. Progress depends on understanding what exactly needs to be changed or completed
  • Rethinking the object type. What was thought to be a picture, map, decoration or message turns out to be a working mechanism
Context and sources: Article by Andrew Shouldice

How do these mechanics form a progression?

Return with new understanding. A learned rule opens up opportunities in places already visited.

Chain of discoveries. One knowledge allows you to get the next.

Some necessary knowledge. The obstacle requires combining independent discoveries.

Alternative ways of understanding. One conclusion can be reached through different observations or areas.

Several ways to overcome. Different knowledge allows you to bypass one obstacle using different methods.

Gradual generalization. The player first learns a particular case, then discovers a broader rule.

Revision of the previous rule. New data shows that the first model was incomplete.

Delayed explanation. An obstacle occurs before a place where it is convenient to understand the way to overcome it.

Transfer between contexts. A rule learned in one form must be recognized in another material, scale, or situation.

Layers of secrets. Completing one level of research unlocks signs of the next one.

Preservation of knowledge through reset. The world returns to its original state, and the player's understanding continues to accumulate.

Early passage with knowledge. Guessing allows you to skip the normal learning path if other conditions are already met.

Final synthesis. The final task requires connecting several previously studied systems.

How does a player gain knowledge?

Observation of the demonstration. A creature, mechanism, or event shows a principle at work.

Comparison of cases. Two similar situations differ in one essential condition.

Controlled experiment. The player changes the parameter and observes the result.

Hypothesis testing. The game provides feedback clear enough to distinguish between possible explanations.

Counterexample. A failed attempt refutes an overly broad rule.

Comparison of sources. Several incomplete messages are added to the output.

Decoding the document. A manual, chart, map, or record requires interpretation.

Repeated reading. An old source takes on new meaning after another discovery.

Observation log. Records and connections help you work with information while preserving the need for independent conclusions.

Gradual hints. The game first directs attention, then suggests an experiment, and only later reveals the principle.

Borderline Cases

Password ; Knowing the code opens access; the case is especially meaningful when the player masters the method of obtaining codes

Secret Passage; The player discovers a repeatable sign or rule for searching for such passages

New item; After receiving the item, there are unknown uses that remain to be discovered.

Difficult jump; The main obstacle is a lack of understanding of the conditions of the jump, although execution may also require skill

Detective Conclusion; Inference provides applicable knowledge about the world, route, or action

Information about the world; Information changes available solutions, not just explains history

Completed quest; The understanding gained has independent application; checking the quest flag adds the usual plot obstacle

Random combination; There are observations that allow us to deduce the combination or the principle of its construction

Error found; It is included in the stable copyright rules; a random bug in itself does not form the mechanics of the genre

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

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

  • Description of Two Tribes

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Description of Leap Year

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Description of Draknek & Friends

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Description of Antichamber

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Description of Mobius Digital

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Lingo

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Chants of Sennaar

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Description of Taiji

    Primary source for individual techniques; does not confirm the entire author's classification.

  • Article by Andrew Shouldice

    Primary source for individual techniques; does not confirm the entire author's classification.

CC BY 4.0 · gamemechanics.pro contributors