Posts Tagged mechanics
The Irresistible
Posted by The Management in design on November 5, 2011

Whenever an airship boss is defeated in Super Mario Bros. 3, a wand drops from the top of the screen. Picking it up is required to move on to the next world, but doing so in mid-air is not.
Despite this, jumping for the wand is a common behaviour. It’s fun to sync up Mario’s ascent with the wand’s descend, fascilitating a dramatic grab that culminates with Mario falling back down to earth and saving the day.
It’s a very satisfying moment, but there are no gameplay ramifications to simply letting the wand settle on the floor before picking it up. Jumping for it is simply hard to resist.
irresistible, adj.
- A representation of an optional action that does not result in any significant gameplay reward, yet is commonly carried out by a large percentage of players.
Let’s take a look at a couple more examples.
Mega Man
In the original Mega Man games, end-level bosses are always prefaced by an empty, single-screen room with two doors. These are a clear indicator that the end is just beyond the next turn, at which point many players choose to jump straight into the boss’ lair.
When Mega Man connects with the door, the action freezes as the entrance opens up and the screen scrolls to reveal the final segment of the map. There’s no reason to jump at the door, but it results in some areal acrobatics that firmly deposit Mega Man in the next area with punctuating, “It’s on!” flair.
Street Fighter III
Many fighting games used to disable collisions or simply cut-off player input whenever a round of combat ended. Street Fighter III was one of the first to buck the trend, enabling the victor to execute a few extra moves following his opponent’s loss. This proved quite satisfying as it allowed the winner to finish off a combo — a naturally stylish string of attacks. Furthermore, it represented a contrast to the rest of the game by providing a short window of time during which some free hits could be scored.
I don’t believe these “bonus shots” increased the super bar meter or affected the end-battle grade, but if they did, the rewards were minimal.
Metroid Prime
Doorways in Metroid Prime are triggered by the player shooting them, at which point they open up after a variable amount of time (usually between 0-6 seconds). The reason for this is to hide data being streamed in the background, which leaves the player largely idle. At this point, concern over whether the shot was registered — and plain frustration — tend to set in, resulting in more blasts bombarding the door.
Unlike the other two examples, this is more of a “get on with it” behaviour that helps to vent frustration rather than being satisfying in itself.
These irresistible actions seem to be largely accidental; as far as the games are concerned, there’s no reason for players to engage in them. They can be quite important to the overall experience, though, and once identified, they often become a defining part of a series or genre.
Are there any “irresistibles” you engage in on a frequent basis?
Design Roundup #5
Posted by The Management in design on October 31, 2010

- Valve Publications – I’ve raved about Valve’s design tips in the past, and there’s more to be found here.
- Bow Before The Worm Slayer – Will Hindmarch’s Escapist post on how low-cost, text-based achievements in Lord of the Rings Online facilitate player communication.
- Evaluating Game Mechanics For Depth – Mike Stout’s article on gameplay depth, what it really means, and how it can be increased without relying on aesthetic tricks or worrying about redundancy.
Design Roundup #3
Posted by The Management in design on March 11, 2010

- Robbing Gods – An interesting article on The Escapist about the thematic aspects of Thief: The Dark Project and how they fit into the title’s atmosphere and gameplay.
- Bungie Publications – Various papers on Bungie’s development of the Halo series. Lots of interesting info outside of game design per se, but also some good AI breakdowns.
- Movement Mechanics in “The Legend of Zelda” – A fairy detailed article on Link’s moveset in the original game and its sequel, and another example of why Nintendo’s games often just “feel” so good.
Borderlands Bits
Posted by The Management in games on February 5, 2010

Borderlands became something of a media darling when it was released late last year, and it’s currently being supported with lots of downloadable content. I could never quite bring myself to finish it, though, but I got close, and I jotted down some of its pros and cons along the way.
- The intro of Borderlands — complete with the song that accompanied the TV ads — is filled with personality. However, beyond its first 5 minutes, Borderlands quickly loses its ambiance and becomes a fairly sterile game. The cell shading is pretty enough, but the world is very repetitive and its denizens seem to be permanently nailed down to the ground. My guess is that this was a conscious decision to simplify NPC interactions a la Diablo, but it comes across a little drab and uninspired.
- The character classes in Borderlands are all actual characters, i.e., playing the Sniper means playing as Mordecai, which is a clever way of instilling some immediate flavour to the roster.
- Each character possesses only a single ability that is activated with a dedicated button press. This actually works out quite well, with all the other skills being either passive, “always-on” on traits, or bonuses that are activated directly through the player’s actions, e.g., receiving a bonus to the rate of fire once a few enemies are killed in a short window of time.
- A few of the quests have some scripted events like a mining facility blowing up, but the majority are rather dull. For the most part, the quests involve killing individual targerts and collecting items, and come across almost randomly generated rather than designed.
- The stores found in the game all contain a special “sale” slot. The items in these slots are mid to high tier early on in the game, and are a nice bonus to the regular inventories. They’re also accompanied by timers that count down in real time, creating a pretty effective “get ‘em while they last!” feeling.
- Borderlands’ enemies are often susceptible to certain “elemental” modifiers (corrosive, incendiary, electric, etc.), and some even contain specific weak spots. These might not be immediately obvious as they’re not exactly glowing red spheres, but damage amounts clearly indicate that shooting an enemy from behind might yield better results than unloading into its armoured head.
- Much like in MMOs, enemies occupy distinct areas and are grouped together by their power levels. These levels are not tied to their appearance, though, so it’s not uncommon to encounter the same scrawny punk at level 5 and level 20.
- The health of the enemies, especially the bosses, can be bizarrely high. The only way to defeat some of the quest targets with my character build was to get them stuck on the map’s geometry so I could safely shoot ‘em for 10 minutes straight, often running out of ammo in the process.
- Ammo in general is plentiful, although inconsistently distributed. It’s pretty common to go for long stretches of time without any bullets for the character’s main weapons, something that made my comparatively weak but rechargeable alien weapon indisposable. Well, that is until I found an apparently cheap item that respawned ammo at a lightning fast pace.
- Randomly generated weapons are one of the game’s high points, consisting of multiple visual pieces, elemental modifiers, and even unique bullet behaviour, e.g., the shotgun fires multiple projectiles with each round, while the alien weaponary launches energy beams that travel in expanding sine waves.
Of course the weapons also contain various statistics such as base damage, rate of fire, clip size, range, and reload speed, but the game doesn’t visually indicate how these attributes are affected by the player’s own skills. This makes it very difficult to gauge a weapon’s usefulness just from its description, which is a pretty big issue considering how often new weapons are obtained.
- The “Save Your Life” mechanic kicks in whenever the character’s health if fully depleted. During these phases, the screen goes monochrome and the stationary player is given a few precious seconds to kill an enemy in order to be resurrected.
This works really well and makes intense firefights less frustrating, although it can also be a bit annoying when the character dies while killing the last enemy in the area. A simple timer that auto-resurrects the player if left unmolested for a few seconds would’ve solved the issue.













