{"id":914,"date":"2023-03-25T10:00:00","date_gmt":"2023-03-25T15:00:00","guid":{"rendered":"https:\/\/genxtralife.com\/heropath\/?p=914"},"modified":"2024-03-17T22:25:44","modified_gmt":"2024-03-18T03:25:44","slug":"thoughts-on-mechanics-skills-rules","status":"publish","type":"post","link":"https:\/\/heropath.com\/blog\/thoughts-on-mechanics-skills-rules\/","title":{"rendered":"Thoughts on Mechanics (Skills \/ Rules)"},"content":{"rendered":"\n<p>This post is a sixth and final part of the Heropath Thoughts series and will discuss&nbsp;<strong>Mechanics&nbsp;<\/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&nbsp;<strong>Mechanics<\/strong>.<\/p>\n\n\n\n<p><strong>Mechanics&nbsp;<\/strong>or Play Mechanics are the \u2018foundational\u2019, technical layer of game development that supports&nbsp;<strong><a href=\"https:\/\/genxtralife.com\/heropath\/thoughts-on-play-motifs\/\">Play Motifs<\/a><\/strong>&nbsp;and&nbsp;<strong><a href=\"https:\/\/genxtralife.com\/heropath\/thoughts-on-fundamentals-perspective-navigation\/\">Fundamentals<\/a><\/strong>. <strong>Mechanics <\/strong>are divided up into four aspects, with the second two of the four being the focus of this post, them being&nbsp;<strong>Skills<\/strong>&nbsp;and&nbsp;<strong>Rules<\/strong>. As Raph Koster has written about in&nbsp;<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 <strong>Elements <\/strong>are fun to play with because they allow skill development and mastery.<\/p>\n\n\n\n<p>While <strong>Tools <\/strong>and <strong>Obstacles <\/strong>are the in-game overt elements that the player uses to accomplish the on-screen goals, <strong>Skills <\/strong>and <strong>Rules <\/strong>are the alchemical mix of the Players abilities and Developers abilities that creates the magic known as &#8216;gameplay&#8217;.<\/p>\n\n\n\n<p>Let&#8217;s talk about <strong>Skills<\/strong>, the first of these two <strong>Elements<\/strong>.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p>When I first was considering the definition of <strong>Skill <\/strong>I came across this old article that listed it as the player\u2019s&nbsp;<a href=\"https:\/\/web.archive.org\/web\/20120309015719\/http:\/\/insomnia.ac\/commentary\/on_complexity_depth_and_skill\/\">synthesis of complexity and depth<\/a>. This definition intrigued me and while I think it is a pretty good start, I also think that <strong>Skill<\/strong> is more broader than that. This article by the outstanding Dan Cook outlines how <a href=\"https:\/\/lostgardenhome.files.wordpress.com\/2019\/09\/mixing_games_and_applications.pdf\">skill development<\/a> occurs and is the basis behind my own definition.<\/p>\n\n\n\n<p><strong>Skills <\/strong>consists of the following sub-aspects: <strong>Persistence<\/strong>, <strong>Precision<\/strong>, and <strong>Progress<\/strong>.<\/p>\n\n\n\n<p><strong>Persistence <\/strong>(of breadth\/discovery) is the player&#8217;s determination to continue playing through. It is a combination of fascination with the less crunchy things like story, navigation of the world map, systems, etc. and the willpower to push through when things become difficult.<\/p>\n\n\n\n<p><strong>Precision <\/strong>(of depth\/mastery) is the openness, intelligence, knowledge, dexterity, and hand-eye coordination that allows players to be effective in advancing in the game. This is the player&#8217;s refinement of their nervous system to be in alignment with the game. Precision is the development of player-ability of expertise in the form of hand-eye coordination, pattern recognition, planning, understanding, what Raph Koster calls &#8216;grokking&#8217; of the game.<\/p>\n\n\n\n<p><strong>Persistence <\/strong>&amp; <strong>Precision <\/strong>will lead to <strong>Progress<\/strong>, the third aspect, and is identified by in-game development of expertise. Classic examples of this are your RPG character gaining a new level, skill, spell, item, opening new levels\/maps, etc. These are not the same as the <strong>Player&#8217;s <\/strong>own <strong>Skills<\/strong>.<\/p>\n\n\n\n<p><strong>Progress <\/strong>&#8211; this is improvement of the Player&#8217;s Tools that take place in-game. Examples would be a RPG character that increases in power by leveling or an Arcade spaceship that gets a second laser turret. While <strong>Persistence <\/strong>and <strong>Precision <\/strong>are the <strong>Player&#8217;s <\/strong>own efforts, <strong>Progress <\/strong>is the video game making the <strong>Tools <\/strong>more powerful and useful to overcome the <strong>Obstacles<\/strong>. A Level 10 RPG character is understood to be stronger and more capable than a Level 5 character but this has nothing to do with the <strong>Player&#8217;s <\/strong>own skills. But the <strong>Player <\/strong>would not have been able to get to this level of in-game <strong>Progress <\/strong>without <strong>Persistence <\/strong>and some <strong>Precision<\/strong>.<\/p>\n\n\n\n<p><strong>Progress <\/strong>is a commonly manifested mechanic in almost all video game genres and it is possible to adopt that concept to <strong>Skills<\/strong>. As a <strong>Player <\/strong>advances in <strong>Skill<\/strong>, they increase their <strong>Skill <\/strong>levels. <strong>Skill <\/strong>levels range from zero to four, with increased ability being associated with a higher number level. A Level 4 <strong>Skill <\/strong>is above Level 3 <strong>Skill<\/strong>, etc. Matching the <strong>Player&#8217;s<\/strong> <strong>Skills <\/strong>vs the video game&#8217;s <strong>Rules <\/strong>are critical as poorly matched Skills to the Rules will lead Players to become bored or overwhelmed, while properly matched Skills can lead to&nbsp;<a href=\"https:\/\/www.frontiersin.org\/articles\/10.3389\/fpsyg.2018.01682\/full\">flow<\/a>. Assuming that <strong>Tools <\/strong>&amp; <strong>Obstacles <\/strong>are properly coded and balanced we get the following continuum of <strong>Skill<\/strong>:<\/p>\n\n\n\n<p><strong>Level 0 &#8211; Mundane<\/strong> (95% Persistence \/ 5% Precision) &#8211; This <strong>Skill <\/strong>level is always doable\/available. Examples: <a href=\"https:\/\/en.wikipedia.org\/wiki\/Incremental_game\">Incremental<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Hyper-casual_game\">Hyper-casual<\/a>, basic moves in a game, basic character traits in a RPG.<\/p>\n\n\n\n<p><strong>Level 1 &#8211; Beginner<\/strong> (75% Persistence \/ 25% Precision) &#8211; This <strong>Skill <\/strong>level is built on Level 0 and become available through <strong>Persistence<\/strong>. Examples: The double-jump, character experience levels, simple Arcade games like Pong, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Adventure_game\">Adventure<\/a>\/<a href=\"https:\/\/en.wikipedia.org\/wiki\/Role-playing_video_game\">RPGs<\/a>.<\/p>\n\n\n\n<p><strong>Level 2 &#8211; Moderate<\/strong> (50% Persistence \/ 50% Precision) &#8211; The <strong>Tools <\/strong>become more intricate and specialized such as Power-ups and requires more player Precision. Examples: <a href=\"https:\/\/en.wikipedia.org\/wiki\/Action-adventure_game\">Action-adventure<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/First-person_shooter\">FPS<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Puzzle_video_game\">Puzzle<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Casual_game\">Casual<\/a>.<\/p>\n\n\n\n<p><strong>Level 3 &#8211; Expert<\/strong> (25% Persistence \/ 75% Precision) &#8211; The <strong>Tools <\/strong>become complex and require layers of understanding including tactics, coordination, and strategy. Examples: <a href=\"https:\/\/en.wikipedia.org\/wiki\/Deathmatch\">Deathmatch<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Massively_multiplayer_online_role-playing_game\">MMORPGs<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Multiplayer_online_battle_arena\">MOBAs<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Real-time_strategy\">RTS<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/4X\">4x<\/a>, most <a href=\"https:\/\/en.wikipedia.org\/wiki\/Arcade_game\">Arcade<\/a> games.<\/p>\n\n\n\n<p><strong>Level 4 &#8211; Mastery<\/strong> (5% Persistence \/ 95% Precision) &#8211; The <strong>Player <\/strong>has developed enough <strong>Tool Skill <\/strong>they are considered to possess Game Mastery. The video game then becomes a toy or a playground as a way to express oneself, akin to Michael Jordan. This highest level of <strong>Precision <\/strong>where <strong>Persistence <\/strong>is effortless. Examples: <a href=\"https:\/\/en.wikipedia.org\/wiki\/Esports\">eSports Gamers<\/a>, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Speedrunning\">Speedrunners<\/a>.<\/p>\n\n\n\n<p>Now that I have defined <strong>Skills<\/strong>, it is time to turn to <strong>Rules<\/strong>.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><strong>Rules <\/strong>are the most complex <strong>Element <\/strong>of the <strong>Mechanics <\/strong>due to their layers of logic and balance issues. They are the most essential <strong>Mechanic <\/strong>that determines if a video game is fun and fair. <\/p>\n\n\n\n<p><strong>Rules <\/strong>consist of the following dualist sub-aspects: <strong>Logic\/Balance<\/strong>, <strong>Limits\/Exploits<\/strong>, <strong>Rewards\/Punishments<\/strong>, and <strong>Emergence\/Advancement<\/strong>.<\/p>\n\n\n\n<p><strong>Logic\/Balance<\/strong> &#8211; <strong>Logic<\/strong> is the essence of code. Does it work? Does the defintions and If-Then statement logic deliver the desired results? If the <strong>Logic <\/strong>works, then comes the question of <strong>Balance <\/strong>or does it work well? While <strong>Logic <\/strong>defines the <strong>Tools <\/strong>and <strong>Obstacles <\/strong>it is the <strong>Balance <\/strong>that determines how they match up. When the video game has a greater the emphasis on <strong>Precision<\/strong>, the greater need for transparency of <strong>Rules<\/strong>. In competitive sports the <strong>Rules <\/strong>need to be a clear as possible so the players know how to play by them and the referees know how enforce them.<\/p>\n\n\n\n<p><strong>Limits\/Exploits<\/strong> &#8211; <strong>Limits <\/strong>are those restrictions imposed on the <strong>Player <\/strong>and could be things like a limited number of lives like in many Arcade games, a count-down or time-trial, an NPC that can\u2019t be attacked, an area that is blocked off from being reached.  <strong>Exploits<\/strong> are cheats left in by developers (intentionally and not) allowing people to by-pass <strong>Skill<\/strong> development to allow faster player advancement.<\/p>\n\n\n\n<p><strong>Rewards\/Punishments<\/strong> &#8211; <strong>Rewards <\/strong>are any form of encouragement and celebration delivered inside the game to encourage the <strong>Player&#8217;s <\/strong>ongoing engagement. This can be graphical animations, special effects, cut scenes, narrative reveals, or high score tables. A <strong>Reward <\/strong>could be any of the <strong>Motifs<\/strong> such as a cutscene or on-screen juice like explosions\/screen shakes (Show &amp; Tell), a new resource (Game), a new area to explore (Toy &amp; Playground), a new element (Puzzle), or a ranking  (Sport). <strong>Punishments <\/strong>are those consequences that happen when a <strong>Player <\/strong><a href=\"https:\/\/whatculture.com\/gaming\/10-video-games-that-punish-you-for-dying\">fails at a game<\/a>. Is there <a href=\"https:\/\/en.wikipedia.org\/wiki\/Permadeath\">permadeath <\/a>or a <a href=\"https:\/\/www.giantbomb.com\/corpse-run\/3015-1236\/\">corpse-run<\/a>?  What happens when <strong>Players<\/strong> are cheating or being toxic and ruining the fun for others? The could risk possibly be <a href=\"https:\/\/steamid.uk\/game-bans\/\">banned<\/a> from the game!<\/p>\n\n\n\n<p><strong>Emergence\/Advancement<\/strong>&#8211; When <strong>Rules <\/strong>are revealed because the video game is applying the rules *to itself* then we have <strong>Emergence<\/strong>. The <strong>Player <\/strong>can then learn about how the <strong>Rules <\/strong>are being applied in the game-world. But as this<a href=\"https:\/\/www.jesperjuul.net\/text\/openandtheclosed.html\"> article<\/a> explains most video games choose <strong>Advancement <\/strong>as the way for <strong>Rules<\/strong> to be revealed to the <strong>Player<\/strong> as they progress in the video game. These two approaches are in opposition to each other but can be combined in the right genre of games such as 4X games and the odd historical exception.<\/p>\n\n\n\n<p>Such an exception is one of my favorite games; <a href=\"https:\/\/genxtralife.com\/heropath\/inspired-by-adventure-1979\/\">Adventure for the Atari 2600<\/a> which was the first action adventure games, but it was also one of the first emergent sandbox games. As you move around the game world you interact with the various creatures and objects that would affect each other even off-screen from the Player. The irony is that despite its name, the game was not really an adventure that explored <strong>Advancement <\/strong>but really was an exploration about <strong>Emergence<\/strong>. It remains a feat of engineering and design.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p>We have come to the end of this series that delved into into greater descriptive depth of the <strong>Game Elements<\/strong>. This was a necessary exercise as it helped me think analytically about game development.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This post is a sixth and final part of the Heropath Thoughts series and will discuss&nbsp;Mechanics&nbsp;or Player in-game activity. Video Games are many things, but nothing is more essential than that of Player doing something and that requires&nbsp;Mechanics. Mechanics&nbsp;or Play Mechanics are the \u2018foundational\u2019, technical layer of game development that supports&nbsp;Play Motifs&nbsp;and&nbsp;Fundamentals. Mechanics are divided &hellip; <a href=\"https:\/\/heropath.com\/blog\/thoughts-on-mechanics-skills-rules\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Thoughts on Mechanics (Skills \/ Rules)&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":1864,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[13,29],"class_list":["post-914","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\/914","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=914"}],"version-history":[{"count":0,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/posts\/914\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/media\/1864"}],"wp:attachment":[{"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/media?parent=914"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/categories?post=914"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/heropath.com\/blog\/wp-json\/wp\/v2\/tags?post=914"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}