Objectives are the conditions the player must meet in order to progress in the game. The objectives may vary in different games. Progression can be short-term or long-term. Short-term progression can range from collecting coins to getting to the end of a room, while long-term progression can range from xp levelling systems to finishing large story quests or areas. A popular form of progression, particularly in games such as T Some examples of objectives are:
Reach the end
Survive for as long as possible
Kill all enemies
Defend an area
Race to the finish line
Defeat the Boss
Different objectives may be more appropriate for certain genres
Challenges are designed to stand in the way of the user completing objectives by providing a level of difficulty. They can force the player to make use of all the player's mechanics and can range in difficulty; ranging from a simple pit that can be jumped over like in Super Mario Bros, to the unbearable obstacles of Celeste.
Some examples of Challenges include:
Enemies
Bosses
Obstacles (e.g. Spikes, pitfalls)
Puzzles
Time Constraints
Rewards are designed to give the player a motive to progress. They provide something for the player to pursue and may even promote replay-ability. They could entice the player to take a more difficult route or could be used to unlock secret levels or endings. They can have a benefit on the player, or simply be there to make the player feel as if they have accomplished something. Rewards are one of the most versatile features in any game.
Some examples of Rewards include:
Points (may support a high score system)
New Items (e.g. Weapons or Armour)
Currency (Can be spent in shops to unlock new items)
Extra Lives
Health
Mechanics are the core rules of the game. There are 2 main types of mechanic, player mechanics and world mechanics. Player mechanics are anything that the player's character can do to progress through a level, The player must use these mechanics in order to progress. World Mechanics are the influences that can effect the player without the player being in direct control of them, such as enemies, rewards or obstacles. All of these can effect the player without being directly controlled by them. It is always important to strike a balance between simplicity and complexity when designing mechanics. Having a few well thought out mechanics implemented into your game will have a more positive response than a game with hundreds of diverse mechanics.
Some examples of player mechanics are:
running
jumping
melee attacks
shooting
Some examples of world mechanics include:
Enemies
Pitfalls
Obstacles
Weather effects
Breakable terrain.