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Practical Game Design
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I know, this is a book about practical game design, but when it comes to game mechanics and the core elements of gameplay, we have to go through some theory.
Formally defining anything is a difficult task; I always prefer to quote definitions from different authors. All of them are equally correct and the different points of view complement each other. It is not our goal with this book to give a comprehensive definition; what’s important is that a clear idea can stick in your designer mind by reading them!
“Mechanics are the various actions, behaviors, and control mechanisms afforded to the player within a game context.”
– MDA: Mechanics, Dynamics, Aesthetics Framework, by Hunicke, LeBlanc, and Zubek
“Game mechanics are rule-based systems/simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.”
– A Theory...
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