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WorksheetsMechanically speaking...
Total questions: 13
Worksheet time: 4mins
Generally speaking, mechanics are….
Computer languages
3D graphics
The procedures and rules of your game
Other players
When we talk about mechanics and space we mean…
Distance between the player and the keyboard
How players sit together and play games
Boundaries, the world, maps, layouts, mazes
The whitespace in the programming document
In terms of mechanics, which of these does not belong?
Objects like collectibles (ex. Wood, stone in Minecraft)
Health level
Physical game controllers
Game start and/or end screens
What is a sprite sheet?
Parchment soaked in Sprite
An image file that contains several smaller graphics arranged in a grid
Rules for the actions players can accomplish through their avatars
Scalable vector graphics
Running, jumping, spell casting, attacking, flying, and dying are examples of what kind of mechanic?
Space
Objects
Actions
Skill
Rules are mechanics that specify (select the statement that does not match)
The time players have to complete a level
The amount of damage taken until a loss of life
The particular emotion players feel when playing the game
How many players can join a game
Which is not a representation of a skill-based mechanic?
Game progression based on puzzle solving
Game progression based on dice rolls
Game progression based on multiplayer combat
Game progression based on resource management and/or diplomacy
Which kind of play type best fits with a chance-based game mechanic?
Agon
Alea
Mimicry
Ilinx
Chance-based mechanics are always obvious to players.
True
False
Game dynamics are:
Patterns of play that emerge from game mechanics
Patterns of play that emerge from player skill levels
Meta-game dynamics are:
negotiations, discussion, alliances, online trash talking
Game reviews
Leveling-up items and characters
Spell casting and crafting
When designing games, it’s best if designers begin with
Establishing player avatars
Prioritizing game states and mechanics
Working from a central theme
There are no rules for how to begin a game design
Goals are the most fundamental rule-based mechanic. Goals are usually:
unclear, unachievable, unrewarding
concrete, achievable, rewarding
boring, meaningless, confusing
difficult to describe
