10 Game Mechanics Always Used in Video Games.
Gameplay mechanics are a crucial part of video games. Developers use them for basically anything. They can range from simple jumps, all the way to fighting styles. That being said, we usually see some game mechanics being implemented in many video games, developers just cannot stop using them. Here are 10 game mechanics always used in videogames.
Double Jump
Double jumping is a popular feature in many video games. It is an action that allows the character to jump a second time in midair after the first jump. It is often used to reach higher platforms or to dodge obstacles. Double jumping can be a great way to add an extra layer of challenge to a game. It is used in games like Metroid Prime, Yoshi, Crash Bandicoot, etc.
This mechanic adds to the fluidity and overall feel of the game. It makes the player feel a more dynamic movement of the character. It is visually appealing, and it can be very rewarding if pulled off right.
Perhaps you encountered an impossible to reach area; a platform that is just a little far away to reach. Once you unlock this upgrade, you are able to reach that area. Furthermore, the game might implement platforms that require double jumps to reach the end. In platformers it can progressively become more challenging, as areas become more and more complex, requiring the player to master this ability.
Sneaking / Cover
Sneaking usually is started by pressing the crouch button. The player lowers his body, making itself smaller, or harder to detect. It also walks silently to reduce noise and avoid nearby enemies hearing you.
Being able to sneak upon an enemy and ‘insta-kill’ him with one blow will always be satisfying. Games like Sekiro: Shadows Die Twice have sneaking gameplay mechanics that make traversing the area fun.
Sneaking has been implemented in a large number of video games with different genres. Tactical espionage games like Metal Gear have based most of its gameplay mechanics with sneaking or covering.
Action-oriented games like Mass Effect, or shooters like Call of Duty: Modern Warfare have implemented cover/mount mechanics that have increased its depth. You certainly feel like an action movie star when taking cover in Mass Effect, or Gears of War. With all the incoming enemy fire you feel the tension, anticipating that small window of time to retaliate and fire the enemy; they take cover as well, making it quite fun to engage this way.
Sending your party members to cover is also fun; it makes you feel like a tactician, every time your instructions work, and you are able to defeat the enemy.
Rolling
For all the Souls-Borne fans out there, rolling is your best friend. Unless you are a parry champion, chances are that rolling is the mechanic you use to avoid enemy hits. Rolling has to be implemented correctly because if it feels too stiff, it might be unsatisfactory to the player.
The Souls-Borne games do this quite incredibly. Since it’s an action RPG, rolling even has depth; how fast you roll depends on how much weight you can carry. The games basically divide the weight you can carry by the actual weight you are carrying. The remainder number determines if you will either fat roll (too much weight), normal roll, or light roll (the most optimal and fastest kind of roll).
Games like Zelda implement rolling as well. Using this old trick in Ocarina of Time, will help you traverse faster through Hyrule Fields; I actually have not scientifically tested if rolling is faster than running.
The Zelda game taught us one thing about rolling that we carry to all 3rd person action games like Dark Souls, Bloodborne, or Elden Ring: roll over all the boxes, pottery, and furniture you can find! It is one of the most satisfactory things you can do in video games. Developers know this, and even put some rooms full of pottery just for you to have fun. But it does not stop there, if you don’t roll, you might miss a hidden item or path to an area. Keep rolling until you find all the things!
Grappling Hook
Games like Metroid Prime unlock this mechanic through an upgrade. It will help you reach certain areas that are impossible to get at. Other games like Halo Infinite, use it in a similar manner, however, the multiplayer element of the game can give you an edge if used properly on PvP. It also has a melee element, if you grapple hook an enemy, you can give them a good punch and go for a kill.
From Software (Dark Souls, Bloodborne) implemented this mechanic with Sekiro: Shadows Die Twice. It is one of the most satisfactory grappling hook mechanics ever implemented in video games. Sekiro has a heavy platformer element to it, so having a grappling hook mechanic implemented gives further depth to its already fun gameplay.
Superhero games like the Batman Arkham series use this mechanic as well, it is quite useful to climb buildings faster. If you consider the web-shooters in Spiderman to be some sort of glorified grappling hooks, then this might be the best implementation of this mechanic in videogames.
Wall Running
Wall running is an awesome feature found in some video games that allows players to quickly traverse the game's environment by running on walls. This can add a great level of speed and agility to the game, allowing players to reach places they wouldn't normally be able to. However, it is important to be aware that this feature can also be difficult to master and may be challenging for some players.
I saw this mechanic in Titanfall first, although I’m pretty sure this has been implemented before. Back then it was all the craze, and franchises like Call of Duty implemented it in their games. We see this used in 3rd person RPGs like Star Wars Jedi: Fallen Order.
Ghostrunner uses this mechanic as well, which is a first-person platformer. A very recommended game with a high difficulty curve, but once you master it, it is quite satisfying.
Parry
Parrying consists in pressing the block button at the right time, just before the enemy hits you. This will make your foe lose balance or will reduce their stamina bar. This mechanic is mainly used in fighting games, or action-adventure games that rely heavily on swords, shields, or any similar kind.
Dark Souls uses parrying and it can be a very rewarding mechanic. However, it poses high risks, if done improperly you will be exposed and the enemy can deal a lot of damage.
From Sofware relied heavily on parrying, and even added a stamina bar to enemies in Sekiro: Shadows Die Twice.
Stamina Bar
Used in a plethora of genres, stamina bars are related to the player’s ability to move or perform specific actions. These actions can go from running, all the way up to parrying, or using a sword.
In the Souls-Borne games, the stamina bar affects running, rolling, attacking, and blocking. As mentioned previously, the stamina bar depends on how much weight you can carry, and the amount of actual weight carried. It is affected by the type of armor, weapons, and number of items carried. The less weight, the less stamina consumed per move (running, rolling, etc.).
In games like Mass Effect, it just affects running, which is a bit underwhelming.
Sliding
Sliding in video games has become a popular mechanic in recent years. Sliding can be found in many types of games including platformers, racing games, and action-adventure games. It can even be used in combination with other mechanics such as wall jumping, double jumping, and dash jumping.
Sliding adds a dynamic element to gameplay. It can be used strategically. You can slide to avoid enemies, reach secret areas, and jump over gaps. It can also be used to speed up certain sections of levels.
Shooters mainly use this to move to cover or even dodge enemy fire. Sliding in fighting games can also be used to avoid hits. Platformers might use this to further deepen its gameplay, it can help you reach small nooks and crannies in the level to access secret areas.
Waypoint Navigation
Perhaps the most underrated mechanic in any game ever made. Oftentimes, it is used by putting a point in the player’s HUD so they can follow it and reach the objective. Open-world games mostly benefit from this mechanic.; although, games like Dead Space take it to the next level.
Dead Space actually uses a path of light in the floor to lead the player to the current objective. You can even switch from sub-objectives on the spot. It is good to see that developers implemented this kind of navigation because immersion is crucial in the way this game feels. It submerges you in a constant state of tension and anticipation. That is why most HUD elements have been integrated to the player’s character, and not in the regular, expected way.
In Death Stranding it is quite cool to see a 3D, real-time waypoint a little bit similar to Dead Space. Since this game relies heavily on route planning before you embark on your quest, seeing your routed trace in real time is quite satisfying. It can also help you further improve any routes that might go through less-than-optimal routes like mountains, or places with enemies.
Petting dogs / pets
Perhaps the best gameplay mechanic of all. There are a handful of games that allow you to pet dogs. Games like Days Gone, Red Dead Redemption 2, Far Cry, or even farming life sims like Harvest Moon or Story of Seasons let you show some love to your pets. It is even required to increase their loyalty.
Petting dogs provides respite, for a brief moment, you disconnect from the tension built up by the game. It provides a sense of light-heartedness to the game. It reminds you that you are playing a game and that you have a loyal companion beside you. Besides, having a loyal dog in Harvest Moon can help you with chores.
It can help players make a deeper, meaningful connection with the pet, or even the game itself. Once you complete the game, you will certainly remember that you not only had the ability to pet dogs, or cats or any other animal, but you will develop a more positive connection and overall experience about it.
What are your thoughts on the top 10 gameplay mechanics? Any one in particular that you liked? What mechanic not on the list might you recommend? Let me know in the comments down below.
Happy gaming.
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