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Username: Barry James Book: Fundamentals of Game Design, Second Edition. No part of any chapter or book may be reproduced or transmitted in any form by any means without the prior written permission for reprints and excerpts from the publisher of the book or chapter. Redistribution or other use that violates the fair use privilege under U.S. copyright laws (see 17 USC107) or that otherwise violates these Terms of Service is strictly prohibited. Violators will be prosecuted to the full extent of U.S. Federal and Massachusetts laws.
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take up less than three full pages. However, the rules printed on the paper are not sufficient to build a computer game: They dont include complete documentation of all the data necessary to play. To properly specify the core mechanics of Monopoly, you would have to include not only the printed rules but the prices of each of the properties on the board, the different amounts of rent that may be collected at each location (including special mechanics for the utilities and railroads), the layout of the board, and the effects of all the Chance and Community Chest cards. A full specification of the core mechanics of Monopoly is considerably more detailed than the general rules.
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The player does not experience the core mechanics directly. She cant point to something on the screen and say, Those are the core mechanics. If you apply player-centric design principles, all of the core mechanics work together to provide a good game experience even though players dont know what core mechanics are and can only infer the functionality of the core mechanics from the way the game behaves.
You dont have to know how to program to design the core mechanics, but you must be generally familiar with algorithmic processes. The later section Mechanics addresses this in more detail.
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using algorithms specified by the core mechanics, sends triggers to the storytelling engine.
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Most video games operate in real time, so the core mechanics specify the parameters of a living world that operates on its own whether the player acts or not. Many of the mechanics you design will be processes that operate continuously or for extended periods. AI-driven characters go about their business, traps check to see if they should spring upon anyone, banks collect and pay interest, and so on. When you specify one-shot events rather than continuous processes, the events will often occur as a direct or indirect consequence of player actions or because some process detects a special condition, such as when a runner crosses the finish line in a race. (The later section Mechanics discusses events and processes in greater detail.) In a turn-based game with no artificial opponents, the core mechanics dont do anything at all until a player takes his turn. Once he has done so, the core mechanics can compute the effects of his actions on the game world. Then the mechanics remain idle while the next player takes her turn, and so on. In some games, all the players enter their intended actions simultaneously while the mechanics remain idle; once the players finish for that turn, the core mechanics compute the effect of all players actions. In a turn-based game, then, your design for the mechanics will read like a specification for a sequence of events rather than a set of processes that operate all the time. You will state the effects of each possible action and what other computations take place as a consequence. Although you may design processes for a turn-based game, you must realize that processes do not really operate continuously; they only run between player turns. Your design for a process in a turn-based game must include points at which the process may safely be interrupted for the next players turn. In a turn-based game that does have artificial opponents or NPCs, the mechanics dont remain entirely idle between turns because they must compute the behavior of these characters. However, the artificial characters still act in turns, just as the player does.
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each level; the challenges, actions, and NPCs for each level; and the victory conditions for the levels (see Figure 10.1). If the game consists of only one level or creates randomized levels, the core mechanics must also include mechanics for setting up the level before the game first enters a gameplay mode.
Figure 10.1. The core mechanics read the level design data from files.
Therefore, your design for the core mechanics should specify how challenges work in general but not exactly which challenges each level will contain. As you design the core mechanics, concentrate on those features of the game that will be needed in more than one level, and leave special-case features found only in a particular level to the level designer. It may be that the level designer can create code for those features using a scripting language and wont have to ask the games programmers to do it. This doesnt mean that you can push all the work off onto the level designers, though. Think of the features you create in the core mechanics as being like LEGO blocks that the level designers will use to build their level. In a war game, the core mechanics, not the level designs, define how all the units in the game move and fight. Once you design all the units, the level designers can use your information on how the units operate to construct exciting levels featuring those units.
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