The Two Schools of Game Design

<p>Over the years, with my work at&nbsp;<em>Game-Wisdom</em>, and through studying for the books I&rsquo;ve written on game design, I have covered a lot of ground in terms of game design philosophy. In this piece, I&rsquo;m going to go right back to basics and discuss how every game ever made falls into one of two broad schools of game design.</p> <h1>Mechanical gameplay</h1> <p>This term is best used to describe a more curated game experience &mdash; where the developer wants the player to experience a specifically-crafted event or handle a particular challenge. Older video games &mdash; especially early console and arcade titles &mdash; were more strictly centered around the idea of mechanical gameplay design.</p> <p>Classic games would frequently make use of event triggers and timers in order to make sure that everything would happen the same way every time. In the past I&rsquo;ve spoken about &ldquo;Kaizo&rdquo; games (&ldquo;Kaizo&rdquo; literally meaning &ldquo;Rebuilt&rdquo; in Japanese), and how these are examples of mechanical gameplay taken to the extreme. But what I haven&rsquo;t yet touched on is how this trend still exists in modern titles; albeit in smaller doses. Whenever you come across a scripted event or a situation with a fixed outcome, this would be an example of mechanical gameplay. Many triple-A games today feature bombastic set pieces &mdash; the&nbsp;<em>Tomb Raider&nbsp;</em>or&nbsp;<em>Uncharted</em>&nbsp;series, for example &mdash; where everything is happening around the player, and all they are doing (in terms of mechanics) is moving forward and jumping.</p> <p><a href="https://medium.com/super-jump/the-two-schools-of-game-design-25420aa65373"><strong>Visit Now</strong></a></p>
Tags: Game Design