Game Design Snacks Wikia
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New games often build on previous ones, and this is done best by maximizing the time players spend with the most engaging mechanics found therein. The question "where's the fun?" is often asked of games during their iteration process, but sometimes the seed of a great game can be found by maximizing a single mechanic from a game that features many other (perhaps not as engaging) mechanics.

Example:[]

Heroes of the Storm[]

Hots

By removing mechanics from the MOBA-space that are tedious or less dynamic, HOTS tends to encourage large team-fights through maps that funnel players to objectives, while also doing away with mechanics that tend to distance players from one another (like last-hitting lane creep).

DOOM(2016)[]

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DOOM takes an oft-used melee mechanic in fps and iterates it by making it a core mechanic of the game, this mechanic has bee used in fps in the background so much so that most players don't use it. but in DOOM they set the mechanic in the forefront of the game requiring the player to use it in order to keep their health up keeping the player constantly in the fray.

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