Building game mechanics are fun as I can use my creative skills to design freely in the. This also improves the innovation and design skills that can enable me to design better in the future. My favorite part of building mechanics game is the endless potential, level, and creation that allows me to have the freedom to decide what I want to do. I also enjoy watching my friends and YouTubers build as they give a lot of ideas and inspiration that makes me want to play more. Some of the games I've enjoyed using these mechanics are Minecraft and Sim City 4.
A game that stimulate players in the role of mayor can make use of their creativity to design their cities, populating and developing lands into cities and meet the needs of the Sims who live in cities. It all begins from a blank map and player must expand the city with the budget provided. Players also have the freedom to determine the tax rate, the budget, and social policy.
Minecraft is a 3D sandbox game that allow players to explore and build structure in a blocky world. The game does not have any specific goals to accomplish and players have freedom to choose the way they want to play the game. Players can use many different types of objects or blocks such as dirt, cobblestone, stone bricks, etc. to build what they want in the world.
This game mechanic is fun because I enjoy finding different types of way to play the game. It allows me to explore and play the style I wish. “Uncountable Number of Possible Paths” game mechanic allow player to find different way to get to it’s destination and still be able to complete the objectives. Some of the game I’ve enjoyed using these mechanics are Payday 2 and Dishonored 2.
Payday 2 is a cooperative first-person shooter game where players must complete the game together. There are heists such as bank robberies, drug trafficking, election fraud, or robbery of stolen nuclear warheads. The game can be completed in various ways. For example, players can opt to stealth by avoiding the camera and quietly killing some of the security guards or having finished in 'loud' (in which the alarm sounded) where the game will add an escape point and the players' original escape is thwarted and must survive to achieve their backup escape.
Dishonored is an action-adventure game played from a first-person perspective, with a emphasis on stealth and the use of devices and the environment to destroy opposing forces. The game allows the player to perform a series of missions in a various way, with a focus on the option of the player. Missions can be completed by stealth, combat, or a combination of both. The plot and missions are changed in reaction to, or lack of, the aggressive acts of the player.
I tend not to like the sort of game mechanics because I get bored of it easily. This kind of game has no winning goal and is always repeated with a small difference, it doesn't have the satisfaction of playing. I don't like the thought of putting too much energy into a game and losing it all when I die. I seldom play games with this mechanic unless I get bored at home or want to take a little break from something, but I don't have much time to play for a long time. Another reason why I don't like this style of game mechanics because it lacks action. Some of the games that use this mechanics are Flappy Bird and Temple Run.
Flappy bird is a 2D never-ending side-scrolling mobile game with the aim of continuously directing a flying bird to the right between Mario-like pipes. If the player touches the pipes or touch the ground, they will lose so they need to tap the screen to flap up continuously. If the player doesn't press, the bird will fall. This game didn't have a winning goal or incentive that would encourage the player to upgrade or something.
Temple Run is a 3D never-ending running game with the purpose of constantly running away from evil demon monkeys chasing the player. The player is an explorer. Player needs to turn left or right to the corresponding direction. If the player wishes to jump over an object, the screen can be swiped upwards; if the player wishes to slide under an object, the screen can be swiped downwards. Player can earn points while playing to unlock different characters and upgrade different abilities. Player will lose when character collides into a large obstacle, falls into the water or is overtaken by the demon monkeys.
I tend not to like this type of game mechanics because I have poor short-term memory. Generally, when I play games, I don't like to think a lot particularly memorizing. This stresses me a lot when I have to remember a lot of things in a short time. I don't enjoy or feel fulfilled even after completing the game. Though I sometimes play some games of memory to exercise my brain, making it sharper and more alert. This will allow me to concentrate and focus in the class better as a dancer and a student. Some of the games that use this mechanics are Simon and Concentration.
It is a game of cards where all the cards are face down on a surface and two cards are face up over each turn. The goal of the game is to overturn pairs of matching cards. To win, player must have strong short-term memory skills to remember the location of the cards.
Simon is an electronic game that produces a series of lights and tones and players are required to repeat the sequence. Game will gradually become longer and more complex each time the place succeeds a series. The game is over if player fails or when the time limit expires. To win, player must have strong short-term memory skills to remember the sequence of the lights and tones.
Random game mechanics i generated
With the game mechanics I generated, I came out with an idea of a First-Person, Multiplayer Zombie Apocalypse game. The objective of this game is to survive up to 15 waves or be the last team to survive. Each game consists of 4 teams, each of which has 12 players. This game idea is inspired from Fortnite and Dying Light
Before starting the game, players can choose a class to play with each class having different abilities and stats. For example, Medics can revive teammates. Players can also customize their weapon loadout. Each player will start with 100 health and no armor. Each player has a capped inventory space too.
At the start of the game, each team has to decide where they want to land. Players must gather resources and weapon spawned randomly in the map before each wave begins. No killing of players in the first wave of the game. Resources consist of traps, weapons, gun ammo, health pack, armor and crafting materials that are used to build or upgrade their defensive building. The materials must be exchange within team to craft objects. Players must work together and make the most of their creativity to design the best defensive structure.
During each wave, the zombies will all over the map. Players must try to survive and kill all the zombie. Killing zombies might be easy, but players need to conserve their bullets because once they are out of bullets, they need to wait for the wave to stop before hunting again.
At the end of each wave, players would have five minutes to go around the area to hunt for resources to upgrade their building or themselves. Players must continue to work together throughout the game to upgrade their defensive structure as each wave will get harder. Team must fight for resources as lack of resources will be hard to survive.
If the player dies, they will drop all their own resources, allowing other players to loot it. Players can choose to kill the member from other team to steal their resources. A team can lose by having a weak defensive building that allow zombies to enter or getting killed by the other team.
Website to the game mechanics generator: https://inventwithpython.com/blog/2012/07/30/need-a-game-idea-a-list-of-game-mechanics-and-a-random-mechanic-mixer/