{"id":630,"date":"2023-02-11T10:00:13","date_gmt":"2023-02-11T16:00:13","guid":{"rendered":"https:\/\/genxtralife.com\/heropath\/?p=630"},"modified":"2023-02-04T10:34:34","modified_gmt":"2023-02-04T16:34:34","slug":"thoughts-on-mechanics-tools-obstacles","status":"publish","type":"post","link":"https:\/\/heropath.com\/blog\/thoughts-on-mechanics-tools-obstacles\/","title":{"rendered":"Thoughts on Mechanics (Tools \/ Obstacles)"},"content":{"rendered":"\n<p>This post is a fifth part of the Heropath Thoughts series and will discuss <strong>Mechanics <\/strong>or Player in-game activity. Video Games are many things, but nothing is more essential than that of Player doing something and that requires <strong>Mechanics<\/strong>.<\/p>\n\n\n\n<p><strong>Mechanics <\/strong>or Play Mechanics are the \u2018foundational\u2019, technical layer of game development that supports <strong><a href=\"https:\/\/genxtralife.com\/heropath\/thoughts-on-play-motifs\/\">Play Motifs<\/a><\/strong>\u00a0and\u00a0<strong><a href=\"https:\/\/genxtralife.com\/heropath\/thoughts-on-fundamentals-perspective-navigation\/\">Fundamentals<\/a><\/strong>. Mechanics are divided up into four aspects, with the first two of the four being the focus of this post, them being <strong>Tools<\/strong> and <strong>Obstacles<\/strong>. As Raph Koster has written about in <a rel=\"noreferrer noopener\" href=\"https:\/\/game-studies.fandom.com\/wiki\/A_Theory_of_Fun_for_Game_Design\" target=\"_blank\">A Theory of Fun for Game Design<\/a>, these Elements are fun to play with because they allow skill development and mastery. Koster argues that things like the &#8216;dressing and fiction&#8217; of a game is not something that can be mastered and I would disagree with him. Mastery in terms of knowledge can be applied in the <strong>Show &amp; Tell Motif<\/strong> and this plays a critical role both in Video Games and human development.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/genxtralife.com\/heropath\/wp-content\/uploads\/2022\/01\/play-mech-tool-obs.png\"><img loading=\"lazy\" decoding=\"async\" width=\"621\" height=\"273\" src=\"https:\/\/genxtralife.com\/heropath\/wp-content\/uploads\/2022\/01\/play-mech-tool-obs.png\" alt=\"\" class=\"wp-image-1792\" srcset=\"https:\/\/heropath.com\/blog\/wp-content\/uploads\/2022\/01\/play-mech-tool-obs.png 621w, https:\/\/heropath.com\/blog\/wp-content\/uploads\/2022\/01\/play-mech-tool-obs-300x132.png 300w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px\" \/><\/a><figcaption class=\"wp-element-caption\">Play Mechanics, Tools &amp; Obstacles.<\/figcaption><\/figure>\n\n\n\n<p>Let\u2019s start with the first <strong>Mechanic<\/strong>, that of&nbsp;<strong>Tools<\/strong>.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><strong>Tools<\/strong> &#8211; Any in-game object that the player uses and controls directly or indirectly. It could be a cursor, an icon, a trait, an avatar, a vehicle, a city, a kingdom, an army, an so on. Examples: The paddle in Pong, Pac-man, a RPG attribute.<\/p>\n\n\n\n<p>These <strong>Tools<\/strong> then interface with other <strong>Tools<\/strong> to create combinations and layers of complexity. So while the paddle in Pong is the player&#8217;s primary <strong>Tool<\/strong>, the ball in Pong is another <strong>Tool <\/strong>as it can be somewhat aimed based on where the paddle strikes the ball. Another secondary <strong>Tool<\/strong> would be the Power-pill when eaten by Pac-man makes allows for him to temporary dispatch the ghosts. RPG characters are complex combinations of attributes, class abilities, skills, and inventories, making them the pinnacle of Video Game <strong>Tool<\/strong> complexity. <\/p>\n\n\n\n<p><strong>Tools<\/strong> take the form of avatars (generic representations), characters (in-game personalities), units (collectives), and objects (everything iconic and abstract). These <strong>Tools <\/strong>will have attributes that are stored in-code that determines their function such as how fast Pac-man moves per second, how long the Power-pill lasts, etc. and the range and variety of these attributes are almost infinite.<\/p>\n\n\n\n<p>So now that <strong>Tools<\/strong> are defined, let&#8217;s define the next item. Players must overcome the <strong>Obstacles<\/strong> arrayed against them.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><strong>Obstacles<\/strong> &#8211; The opponents, puzzles, resource limits, plot complexity, map\/level design, and more that challenges the Player. An unbalanced video game would have <strong>Tools <\/strong>that are poorly matched against the <strong>Obstacles <\/strong>and would lead to frustration and disillusionment making for a poorly designed challenge.<\/p>\n\n\n\n<p>Here is a list of the different kinds of <strong>Obstacles<\/strong>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Static Obstacles<\/strong> &#8211; objects that obstruct a player&#8217;s movement and vision such as a wall or edge of the screen.<\/li>\n\n\n\n<li><strong>Platform Obstacles<\/strong> &#8211; an expanse that separates objects that the player needs to jump to.<\/li>\n\n\n\n<li><strong>Distance Obstacle<\/strong> &#8211; an open-world playground that has few obstacles to restrict player movement but the challenge then becomes that of distance and landmarking where things are.<\/li>\n\n\n\n<li><strong>Timing Obstacle<\/strong> &#8211; complete a level by a set time.<\/li>\n\n\n\n<li><strong>Plot Obstacle<\/strong> &#8211; understanding of the story, characters, and setting and piecing together the plot as found in some mystery games.<\/li>\n\n\n\n<li><strong>Matching Obstacle<\/strong> &#8211; objects that are combined and matched as found in the <strong>Puzzles Motif<\/strong>.<\/li>\n\n\n\n<li><strong>Resource Obstacle<\/strong> &#8211; the player needs to preserve\/achieve a high enough quantity to advance such as getting enough money, a big enough army, resources, character levels, player lives, etc. as found in the <strong>Games Motif<\/strong>.<\/li>\n\n\n\n<li><strong>Competitive Obstacle<\/strong> &#8211; the player is competing against other players or Artificial Intelligence (AI) as found in the <strong>Sports Motif<\/strong>.<\/li>\n\n\n\n<li><strong>Complexity Obstacle<\/strong> &#8211; The player needs to explore and understand the attributes of a <strong>Tool <\/strong>and its relationship with other <strong>Tools <\/strong>as found in RPG, Strategy, and Immersive Sim genres.<\/li>\n<\/ul>\n\n\n\n<p>Some additional thoughts about <strong>Obstacles<\/strong>:<\/p>\n\n\n\n<p>I found some external validation for this listing through this article about <a rel=\"noreferrer noopener\" href=\"http:\/\/gamestudies.org\/2003\/articles\/debus_zagal_cardonarivera\" target=\"_blank\">Game Goals<\/a> that I discovered after I wrote this post.<\/p>\n\n\n\n<p><strong>Obstacles <\/strong>can be converted into <strong>Tools <\/strong>depending on the game design. For example a platform jumped onto can become a new, temporary <strong>Tool <\/strong>that the player can then jump from to a higher platform.<\/p>\n\n\n\n<p><strong>Show &amp; Tell Elements<\/strong> like the story, graphics, music, etc are hooks for the player&#8217;s imagination, so while they are not <strong>Tools <\/strong>or <strong>Obstacles<\/strong>, they help create meaning and purpose.<\/p>\n\n\n\n<p>All Video Games need <strong>Obstacles<\/strong>, even &#8216;walking simulators&#8217; which have minimal challenge have the obstacle of distance. <\/p>\n\n\n\n<p>So what happens when a Player really enjoys a Video Game and plays it allot? They begin to build <strong>Skill <\/strong>with the <strong>Tools <\/strong>and and can come to ultimately master the <strong>Rules<\/strong>. This will be the topic of the last post of this series.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This post is a fifth part of the Heropath Thoughts series and will discuss Mechanics or Player in-game activity. Video Games are many things, but nothing is more essential than that of Player doing something and that requires Mechanics. Mechanics or Play Mechanics are the \u2018foundational\u2019, technical layer of game development that supports Play Motifs\u00a0and\u00a0Fundamentals. &hellip; <a href=\"https:\/\/heropath.com\/blog\/thoughts-on-mechanics-tools-obstacles\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Thoughts on Mechanics (Tools \/ Obstacles)&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":1792,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[13,29],"class_list":["post-630","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-definitions","tag-video-game-definitions","tag-video-game-elements"],"_links":{"self":[{"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/posts\/630","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/comments?post=630"}],"version-history":[{"count":0,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/posts\/630\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/media\/1792"}],"wp:attachment":[{"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/media?parent=630"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/categories?post=630"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/tags?post=630"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}