Video Game Design

Mechanics and Logic

 

 

 

 

by Brendon Thiede

Today's Goals

  • Name and describe different types of game mechanics
  • Explain progressive discovery
  • Identify how a game teaches you something new
  • Design your own mechanic introduction

No coding today — we are thinking like designers.

Icebreaker

What is one game mechanic you love?

(double jump, dash, crafting, grapple, stealth, time rewind, wall run...)

What is a Game Mechanic?

A mechanic is a rule that defines what players can do.

Mechanics are the verbs of your game.

  • Jump. Run. Shoot. Craft. Talk. Build. Rewind.

Not the story. Not the art. Not the music. The rules.

Mechanic vs. Story

  • Story: "The hero must save the kingdom."
  • Mechanic: "Press Space to jump over obstacles."

A story can exist without mechanics (books, movies).

A game needs mechanics to be a game.

Types of Mechanics

Mechanics tend to fall into a few categories:

  • Movement How the player gets around
  • Combat / Action How players fight or interact
  • Collection / Economy Resources, items, currency
  • Progression / Unlocking Getting new abilities
  • Social / Story Choices, dialogue, relationships

Movement Mechanics

  • Walk, run, crouch
  • Jump, double jump, wall jump
  • Dash, roll, slide
  • Swim, fly, grapple, glide

Movement is usually the first mechanic players encounter.

Progression / Unlocking

  • Find an item → gain a new ability
  • Level up → unlock a skill
  • Beat a boss → access a new area
  • New ability → old areas feel different

Progression mechanics make players feel like they are growing.

Can you name an example?

For each category, name a game and mechanic:

Movement  
Combat  
Collection  
Progression  

The Big Question

How do games teach you mechanics...

...without being boring?

Nobody wants to read a manual. Nobody wants a tutorial that takes 20 minutes.

Two Approaches

The Tutorial Wall:
Screen appears. Text says: "You have unlocked the DOUBLE JUMP. Press [Space] twice to double jump. Double jump can be used to reach higher platforms. Double jump is now active."
Progressive Discovery:
You find shiny boots. You pick them up. Suddenly there's a high ledge in front of you. You jump. You jump again. You land on the ledge. You feel clever.

Which feels better?

The second one — and here's why:

  • You discovered it, not read it
  • The world gave you a safe place to practice
  • You felt like you figured it out

Players remember what they discover. They forget what they read.

Case Study: Metroid

Samus starts with basic moves — run and shoot.

Early areas: you can see places you can't get past.

You explore. You find an item. The world opens up.

The Metroid Loop

1You see an area you can't reach (curiosity)
2You find an item that grants a new ability (reward)
3You get to practice it in a safe spot (confidence)
4You use it to reach that area you saw earlier (payoff)

Why it works

  • No tutorial needed — the world teaches you
  • Players feel clever, not taught
  • Every new ability makes old areas worth revisiting
  • Curiosity drives exploration — "What does this unlock?"

This pattern is so influential it gave a whole genre its name: Metroidvania.

Other Games That Do This

  • Super Mario Bros. — First goomba is easy to jump over (no text needed)
  • The Legend of Zelda — You instantly see a cave where you get your first item
  • Portal — First chamber is simple; you figure out portals by doing

Designing for Discovery

1Show before require. Let players see the mechanic before they need it.
2Safe practice first. First use should be low stakes — no punishment for failing.
3Let them feel clever. Don't explain it. Let them discover it.
4Reward curiosity. Exploring should always find something.

Demo Time

Open the Mechanics Demo game.

Try to figure out what you can do.

https://lansingtechstudio.org/workshops/game-mechanics-and-logic/example-game/

Lansing Tech Studio -> Workshops -> Video Game Design - Mechanics and Logic -> Mechanics Demo Game

While You Play — Watch For:

  • What mechanics are available at the start?
  • What changes as you explore?
  • Did the game tell you, or did you discover it?
  • What would you add next?

Discussion

  • What could you do at the start?
  • What changed after you got the boots?
  • What was the boots placement trying to teach you?
  • What comes after the wand? (What would you design next?)

Project Energizer

Designing a project icon/logo

Did you hear about the new Minecraft update?

It's groundbreaking!

Your Turn: Design an Introduction

Groups of 2-3. Pick a mechanic. Design how a player would discover and learn it.

Use the worksheet — Part 4.

Mechanic Ideas

  • Wall jump
  • Grapple hook
  • Time rewind
  • Invisibility
  • Shapeshifting
  • Crafting
  • Dialogue choices that change the story
  • Something completely new

Come up with answers for

1How does the player find the mechanic?
2Where do they practice it safely?
3What does it unlock or open up?
4What is one surprising use for it?

Share Time

Each group: 2 minutes.

  • What is your best mechanic?
  • How does the player discover it?
  • What does it open up?

One question or "what if..." from the other groups after each share.

Wrap-Up

  • Mechanics are the verbs of a game
  • Great games teach through play, not paragraphs
  • Progressive discovery makes players feel clever
  • Dissect the games you've played to identify mechanics and design patterns that keep you coming back

Watch for This

Next time you play any game:

Watch the first 10 minutes.

That's usually the most carefully designed part of the whole game.

What mechanics does it introduce? How? When?

Questions?

Thank you!