{"id":18686,"date":"2024-03-07T22:49:52","date_gmt":"2024-03-07T19:49:52","guid":{"rendered":"https:\/\/www.koloro.ua\/services\/game-mechanics-creation\/"},"modified":"2024-10-22T12:22:14","modified_gmt":"2024-10-22T09:22:14","slug":"game-mechanics-creation","status":"publish","type":"services","link":"https:\/\/koloro.ua\/en\/game-mechanics-creation\/","title":{"rendered":"GAME MECHANICS CREATION"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\" id=\"h-&#x441;&#x43E;&#x437;&#x434;&#x430;&#x43D;&#x438;&#x435;-&#x438;&#x433;&#x440;&#x43E;&#x432;&#x44B;&#x445;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;\">Creating game mechanics<\/h2>\n\n<p class=\"wp-block-paragraph\">Game mechanics are what the player does in the game. The mechanics can be complex or simple, but they must please the player. Often developers come up with the mechanics first, and only then wrap it in beautiful graphics, come up with a story, and put out a good game. But it happens the other way around &#8211; there&#8217;s a plot and the concept of an interesting world, but no mechanics.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4a8c23cd0.png\" alt=\"customization of the game world\" title=\"customization of the game world\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">We can help you develop mechanics for the game, prototype and balance gameplay. We tell you how to build the mechanics of the game from scratch.  <\/p>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x43A;&#x430;&#x43A;-&#x438;&#x433;&#x440;&#x43E;&#x432;&#x44B;&#x435;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;&#x438;-&#x441;&#x43E;&#x437;&#x434;&#x430;&#x44E;&#x442;-&#x438;&#x433;&#x440;&#x443;\">How game mechanics create a game<\/h2>\n\n<p class=\"wp-block-paragraph\">In common parlance, a mechanic is any event in the game world. The player pressed a button &#8211; the character jumped up. In a broader sense, mechanics are the rules of the game world. For example, if a character fell on spikes, they took damage. A set of game mechanics creates the rules of the game and determines how the user will play it.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4abda7b33.png\" alt=\"Game mechanics idea: steam-powered robot wars\" title=\"Game mechanics idea: steam-powered robot wars\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">Within the game, mechanics are combined into cycles. With loops, the game forces the player to use the mechanics over and over again to achieve the desired outcome. Jumping example: if in Mario Bros. the player jumps on the enemy&#8217;s head, the enemy dies.  <\/p>\n\n<p class=\"wp-block-paragraph\">Mario Game Cycle:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>to spot the enemy;<\/li>\n\n\n\n<li>jump up;<\/li>\n\n\n\n<li>to land on the enemy;<\/li>\n\n\n\n<li>to keep running.  <\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">Simple jump mechanics can be made more interesting. In the same Mario, the protagonist can jump up and break blocks, throw turtle enemies, dodge attacks and overcome obstacles. Each use case mechanic creates a separate game loop.<\/p>\n\n<p class=\"wp-block-paragraph\">Cycles typically take 5-10 seconds. Developers can extend the loop to 30 seconds or more if they have something to offer the player. For example, in RPGs with turn-based battles, one skirmish with enemies can be considered a cycle. The player repeats the same actions for several minutes to defeat enemies, and then goes back to exploring the world. To keep the player from getting bored, the developer should alternate cycles: world exploration, combat, puzzles, dialog, mini-games, and other game mechanics.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4ad5e151f.png\" alt=\"The cycle of turn-based RPG: travel, battle, pump, travel\" title=\"The cycle of turn-based RPG: travel, battle, pump, travel\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">Often developers don&#8217;t set out to create a loop. Players work out their own cycles because they have so much fun playing. As an example: GTA and other games with the ability to move on foot and by vehicle. The player steals a car, takes a ride, crashes it, and goes looking for new entertainment.  <\/p>\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/koloro.ua\/\">GET ADVICE<\/a><\/p>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x43A;&#x430;&#x43A;-&#x43F;&#x440;&#x438;&#x434;&#x443;&#x43C;&#x430;&#x442;&#x44C;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;&#x438;-&#x434;&#x43B;&#x44F;-&#x438;&#x433;&#x440;&#x44B;\">How to come up with mechanics for the game<\/h2>\n\n<p class=\"wp-block-paragraph\">When creating new mechanics, we go from more to less: we go from describing a large cycle to the specific mechanics that make it up. For an example, let&#8217;s take the &#8220;player meets enemies and defeats them in battle&#8221; cycle.  <\/p>\n\n<p class=\"wp-block-paragraph\">Questions that clarify the mechanics of the combat cycle:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>how does the player encounter enemies?<\/li>\n\n\n\n<li>how&#8217;s the fight going?<\/li>\n\n\n\n<li>what do the player and the enemies do?<\/li>\n\n\n\n<li>what does winning and losing do to a player?<\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">Once we answer these questions, others will immediately appear. For example, can a player dodge an enemy, prepare in advance for a skirmish, or flee the battlefield? Each answer is a new idea for the mechanics of the game.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4b030f940.png\" alt=\"Game mechanics element: see the enemy and make a decision\" title=\"Game mechanics element: see the enemy and make a decision\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">When we are done with one cycle, we immediately take on another. The player defeated the enemies &#8211; how did that affect the player himself? He must have gotten gold, trophies and experience. In the peace cycle, a player can heal and pump his army. The peace cycle will be followed by an economic cycle: the player will go to sell trophies and hire new troops. Each previous cycle affects the player&#8217;s future actions.<\/p>\n\n<p class=\"wp-block-paragraph\">A good example of alternation is the games in the Shin Megami Tensei: Persona series. There are cycles like that out there:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>Narrative &#8211; the player talks to the characters;<\/li>\n\n\n\n<li>economic &#8211; the player buys equipment and prepares for battle;<\/li>\n\n\n\n<li>exploration &#8211; the player moves through dangerous territory and searches for enemies;<\/li>\n\n\n\n<li>combat &#8211; the player&#8217;s team fights monsters in turn-based mode.  <\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">Combat in Persona alternates with exploration until the player gets bored or completes a task.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4b19548de.png\" alt=\"Persona 4: Game mechanics include an advanced dialog system, world exploration and turn-based battles\" title=\"Persona 4: Game mechanics include an advanced dialog system, world exploration and turn-based battles\"\/><\/figure>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x43A;&#x430;&#x43A;-&#x440;&#x430;&#x437;&#x432;&#x438;&#x432;&#x430;&#x442;&#x44C;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;&#x438;-&#x438;-&#x43D;&#x435;-&#x441;&#x43A;&#x430;&#x442;&#x438;&#x442;&#x44C;&#x441;&#x44F;-&#x432;-&#x440;&#x443;&#x442;&#x438;&#x43D;&#x443;\">How to develop mechanics and not slip into a rut<\/h2>\n\n<p class=\"wp-block-paragraph\">Any game mechanics can get tiresome. Players don&#8217;t like repeating the same action often with the same result. The same car theft mechanics from GTA only work well because of the variety of cars and situations that can occur on the road.  <\/p>\n\n<p class=\"wp-block-paragraph\">Routines occur when a player gets used to mechanics within a loop and starts using them automatically. We try to recognize the point at which fun can turn into a chore and fix it. Here&#8217;s what you can do:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>introduce a new complex cycle &#8211; the player besides battles develops his city, maintains order within the army or scouts the enemy&#8217;s actions;<\/li>\n\n\n\n<li>give new mechanics within the old cycle &#8211; there are sorcerers in the army. Now the player must also search for new spells and resources to use them;<\/li>\n\n\n\n<li>give new mechanics to enemies &#8211; previously enemies fought in hand-to-hand combat, but now they shower the player with arrows or lure them into traps.<\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">We believe that we need to use everything together. The new cycle offers the use of other mechanics, as well as alternating with familiar cycles and reducing the routine of the game. New mechanics within the familiar cycle will allow the player to experience the game differently. New mechanics in the hands of enemies will directly force the player to utilize those fresh mechanics the game has given them.  <\/p>\n\n<p class=\"wp-block-paragraph\">A great example of this fight against routine is the strategy game Warcraft 3. In the beginning, the player learns how to manage orc armies, mine resources and build a base. Next, the player is given command of new races with their own troops and building features. The player has to fight against new types of enemies, adapt to their game mechanics and solve increasingly difficult problems. At the end, the game doesn&#8217;t even distract the player with building, it hands them a ready-made army and says, &#8220;Go fight!&#8221;. Warcraft 3 takes up to 30 hours to complete, but thanks to the alternating loops and mechanics, players don&#8217;t get bored.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x43F;&#x440;&#x43E;&#x442;&#x43E;&#x442;&#x438;&#x43F;&#x438;&#x440;&#x43E;&#x432;&#x430;&#x43D;&#x438;&#x435;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;-&#x438;-&#x446;&#x438;&#x43A;&#x43B;&#x43E;&#x432;\">Prototyping mechanics and cycles<\/h2>\n\n<p class=\"wp-block-paragraph\">At the beginning of mechanics development, you need to distinguish the core gameplay and its mechanics (core gameplay). The core gameplay is the loop that the player will be doing most often. Let&#8217;s take the platformer Subway Surfers as an example. It consists of two main cycles: running while dodging obstacles and buying improvements from the store. Each obstacle creates its own little loop and requires the player to take an action: jump, dodge, or crouch.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4b6247adc.png\" alt=\"The player has a choice of three mechanics: jump, slip, or dodge an obstacle\" title=\"The player has a choice of three mechanics: jump, slip, or dodge an obstacle\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">To prototype, you need to come up with a few loops that form the backbone of the gameplay. It&#8217;s not necessarily the unique chips of the game, but just the basic mechanics: moving the hero, interacting with the environment, rewarding you for completing a cycle. Next, you can get creative and come up with unique mechanics that diversify the backbone.  <\/p>\n\n<p class=\"wp-block-paragraph\">That&#8217;s how the mechanics of famous games were devised:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>Braid &#8211; to the usual platformer the developers added games with time: rewind, stop, parallel time streams;<\/li>\n\n\n\n<li>Shovel Knight: Plague Knight &#8211; In the platformer, the knight was given vial grenades instead of a sword;<\/li>\n\n\n\n<li>Superhot is a shooter in which everything stops if the player doesn&#8217;t move.<\/li>\n<\/ul>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4b773e565.png\" alt=\"Superhot game mechanics: while the player is standing, the whole world slows down\" title=\"Superhot game mechanics: while the player is standing, the whole world slows down\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">In the prototype, we gather the backbone of the gameplay and see if it&#8217;s fun to play. If not, we think what can be changed and redesign the prototype. Once you get something interesting, then you can add unique mechanics and balance the gameplay.  <\/p>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x431;&#x430;&#x43B;&#x430;&#x43D;&#x441;-&#x438;&#x433;&#x440;&#x43E;&#x432;&#x44B;&#x445;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;\">Balance of game mechanics<\/h2>\n\n<p class=\"wp-block-paragraph\">Sometimes the gameplay is really good and addictive in the first few minutes, but beyond that it gets boring to play. Most likely the problem is not the mechanics, but the balance. The player progresses too quickly, causing interesting gameplay to become a chore. In that case, you need to rethink the difficulty and length of each cycle and balance the game mechanics.  <\/p>\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/koloro.ua\/public\/files\/images\/content\/5f2d4b8fb99f5.png\" alt=\"The balance in rock-paper-scissors, but with a bomb\" title=\"The balance in rock-paper-scissors, but with a bomb\"\/><\/figure>\n\n<p class=\"wp-block-paragraph\">To find out how we need to balance the game, we use a simple and effective technique &#8211; we multiply or divide some variables by 2. Here&#8217;s how it works:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>in hypercasual reaction games &#8211; double the speed of the game. There is less time for the player to act or make a decision;<\/li>\n\n\n\n<li>In platformers, increase the speed of enemies or decrease the player&#8217;s strength. The player has to play more carefully, it becomes noticeably more difficult to pass the level;<\/li>\n\n\n\n<li>in strategy and economic games &#8211; cut the player&#8217;s earnings. The player needs to carefully plan where they will spend resources.<\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">Making the game harder leads to the player getting more positive emotions from winning on each small cycle. More emotion \u2192 more engagement \u2192 more attempts \u2192 more profit from the game.  <\/p>\n\n<h2 class=\"wp-block-heading\" id=\"h-&#x437;&#x430;&#x43A;&#x430;&#x436;&#x438;&#x442;&#x435;-&#x440;&#x430;&#x437;&#x440;&#x430;&#x431;&#x43E;&#x442;&#x43A;&#x443;-&#x438;&#x433;&#x440;&#x43E;&#x432;&#x44B;&#x445;-&#x43C;&#x435;&#x445;&#x430;&#x43D;&#x438;&#x43A;-&#x438;-&#x431;&#x430;&#x43B;&#x430;&#x43D;&#x441;-&#x433;&#x435;&#x439;&#x43C;&#x43F;&#x43B;&#x435;&#x44F;-&#x432;-&#x441;&#x442;&#x443;&#x434;&#x438;&#x438;-kreonit\">Order development of game mechanics and gameplay balance in Kreonit studio<\/h2>\n\n<p class=\"wp-block-paragraph\">Game development doesn&#8217;t always start with off-the-shelf game mechanics. If you have an idea for an interesting setting, we&#8217;ll come up with interesting mechanics, assemble them into addictive gameplay, and balance everything so that players can&#8217;t tear themselves away. Want to make a profitable game &#8211; order gameplay development in Kreonit studio.<\/p>\n","protected":false},"featured_media":13645,"parent":0,"menu_order":0,"template":"","categories":[116],"tags":[],"services_cat":[183],"class_list":["post-18686","services","type-services","status-publish","has-post-thumbnail","hentry","category-apps-web-dev-ux-ui","services_cat-website-and-app-development-ui-ux-design"],"yasr_visitor_votes":{"stars_attributes":{"read_only":false,"span_bottom":false},"number_of_votes":0,"sum_votes":0},"_links":{"self":[{"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/services\/18686","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/services"}],"about":[{"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/types\/services"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/media\/13645"}],"wp:attachment":[{"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/media?parent=18686"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/categories?post=18686"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/tags?post=18686"},{"taxonomy":"services_cat","embeddable":true,"href":"https:\/\/koloro.ua\/en\/wp-json\/wp\/v2\/services_cat?post=18686"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}