← All mechanic references

Mechanics and variants

1VR grabbing, gestures and hand manipulationOverview and example ↗Spatial grabbing links hand pose to a virtual object through contact start, holding and release rules.4

Mechanic variants

  • Direct grabbing requires close contact.
  • Distant rays select remote objects.
  • Two-handed actions derive orientation from two points.
  • Release transfers an estimated throwing velocity.

Design example. A player holds a housing with one hand and turns an axis-constrained crank with the other. Prototype check: Test lost hand tracking and controller alternatives so objects do not launch unexpectedly when tracking returns.

2VR locomotion, bodies and room-scale spaceOverview and example ↗VR locomotion connects physical pose to virtual routes while maintaining understandable space boundaries and turning methods.4

Mechanic variants

  • Teleportation selects a validated destination.
  • Continuous movement assigns speed to a separate axis.
  • Snap turning changes orientation in steps.
  • Room-scale movement uses the available physical area.

Design example. A player inspects a bench by stepping physically and travels between rooms using selected teleport controls. Prototype check: Test seated play, recentering and tracking-boundary changes without requiring a physical step for completion.

3Breathing, pulse and biosignalsOverview and example ↗Biosignal or breathing input changes a game parameter from a measured feature while preserving calibration and voluntary opt-out.4

Mechanic variants

  • Breathing rhythm controls a fictional object's expansion.
  • Pulse input uses an actually available sensor.
  • Smoothing reduces random measurement jumps.
  • Manual substitutes preserve play without biosignals.

Design example. A virtual sail opens with a comfortable breathing rhythm that can be replaced by holding a button. Prototype check: Test consent, signal loss and personal calibration; a game indicator must not present medical conclusions.

4Musical instruments and specialized controllersOverview and example ↗Specialized controllers translate familiar performance gestures into game actions through explicit event mappings.4

Mechanic variants

  • Notes select actions through a mapping table.
  • Event strength modulates values when supported.
  • Pedals change modes or sustain effects.
  • Calibration aligns input latency with music.

Design example. A music controller's keys open gates in sequence while a pedal holds an opened passage. Prototype check: Test actual event formats, simultaneously held notes and a keyboard substitute when the controller is absent.

Context and sources: W3C: Web MIDI API
5Steering wheels, pedals, joysticks and cockpitsOverview and example ↗Cockpit input distributes control across axes, pedals and switches with consistent ranges and neutral states.4

Mechanic variants

  • Wheels set angles within their supported range.
  • Pedals expose separate or combined values.
  • Levers preserve an absolute parameter position.
  • Profiles map functions to a specific device.

Design example. A game truck uses a wheel and two pedals while buttons replace a missing third axis. Prototype check: Test end-stop calibration, combined axes and multiple devices; force feedback needs separate capability support.

Context and sources: MDN: Gamepad API
6Light, projections, surfaces and interactive installationsOverview and example ↗Installations connect participant positions and physical surfaces to projected responses through stable spatial alignment.4

Mechanic variants

  • Calibration aligns camera and projection coordinates.
  • Touch selects a region on a physical surface.
  • Shadows become controllable play objects.
  • Several participants share one interaction area.

Design example. A projected river crosses a table and moving physical blocks changes its virtual water route. Prototype check: Test projector movement, camera occlusion and lighting changes with an explicit recalibration mode.

7Physical objects, markers, NFC and QROverview and example ↗Physical tokens provide identifiers or poses that a game maps to a specific object and permitted action.4

Mechanic variants

  • QR codes select records by a read identifier.
  • NFC requires a supported reader and accessible channel.
  • Geometric markers provide observed poses.
  • Physical figures can encode a limited property set.

Design example. A QR card adds an item to a local collection and rescanning opens its existing record. Prototype check: Test unknown tags, repeat reads and missing NFC access in the target environment with an explicit selection alternative.

Context and sources: Android Developers: NFC basics
8Text input, commands and conversational interfacesOverview and example ↗Command interfaces translate text or speech into constrained actions and expose interpreted intent and execution results.4

Mechanic variants

  • Grammars define supported verbs and objects.
  • Clarification resolves ambiguous target names.
  • Confirmation separates recognition from important actions.
  • History permits repeating or correcting a command.

Design example. “open the airlock” requests a choice between two airlocks instead of randomly executing one interpretation. Prototype check: Test unknown commands and misinterpretations; free wording should not hide actual action limits.

Context and sources: Inform 7

Sources and examples

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

  • Khronos: OpenXR

    Primary XR interface standard. Hand-tracking and extension support depend on the runtime; the standard does not guarantee arbitrary biosignals or NFC.

  • MDN: WebXR Device API

    Documentation of web XR interfaces and compatible-device discovery; browser and capability availability is limited.

  • Android Developers: Sensors overview

    Sensor-type context, including heart-rate signals with suitable hardware; not a promise of biosignal access in a browser.

  • W3C: Web MIDI API

    Primary draft standard for MIDI events, inputs and outputs. Actual access and controller format require separate checks.

  • MDN: Gamepad API

    Device-axis and button context; not a guarantee of arbitrary wheel, pedal or force-feedback support.

  • OpenCV: Geometric transformations

    Primary image-coordinate transformation documentation, including perspective transforms; part of surface-calibration context.

  • Android Developers: NFC basics

    Primary Android NFC-tag documentation; not a claim of NFC availability in every phone or web application.

  • Inform 7

    Primary open-source interactive-fiction and text-action language project; context for constrained command vocabularies.

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