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Videogames—seriously.

Definition: Mechanics

Definition:

The direct result of input; the immediate properties of avatar behavior caused by the player.

Avatar is used for lack of a more all-encompassing term for the in-game agent representing the player’s will. It is meant here to include the unseen “body” (regardless of that body’s physicality) of the player character in a first-person shooter, the cursor in a real-time strategy game, and the indicator denoting the current menu selection in a role-playing game.

A lack of input is here considered a form of input, including both intentional pauses within a sequence of commands and a protracted idle period.

The result of input and the properties of those results are two different things.  The latter are important for mechanical texture, which will be discussed following elaboration upon and defense of this definition.

Illustrations:

Essentially, imagine Mario in a vacuum, so to speak. Picture a barren world that consists of nothing but a straight line representing the ground, and play Mario. Everything possible within this scenario represents mechanics, and the qualities of these mechanics can be said to include momentum, gravity, and so on.

A mechanic represents an ideally replicable cause–effect relationship. Every time a command or sequence of commands is given, the same mechanical result occurs independent of non-player influences such as situational elements—the series of button presses that causes Mario to run and jump will give a different result if a pipe is in his way. Whenever the same command yields two different results, something extra-mechanical is interfering.

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Prolegomena to Any Future Game Design

Although we typically refer to media such as books and film as passive inasmuch as their audiences do not directly impact the work, it has long been recognized that reading a story or watching a movie is to some variable extent an active engagement.  Nonetheless, truly interactive media such as videogames clearly involve a more collaborative form of participation; one might describe a packaged title as an incomplete work of art waiting for a player to come along and dynamically cocreate its final release, not unlike a written play yet in need of an acting troupe.  Appropriate language for discussing videogames is experiential—because videogames happen.  We must speak of texture and flow and tactile feedback just as often as we elaborate upon mood or symbolism, for these constitute the very form of the performance.  Unlike in a play, the basic nature of performing in one videogame is different from that in any other because each has a unique set of bodies for the actors, ways in which those bodies can move, rules about how those movements interact with the environment, and so on; each literally takes place within its own world, however great or small.

But what is the experience of playing a videogame?  Well, in Mario games, we feel momentum and its effects upon our joyful leaps, contrasted with the tight, deadly circumstances of perilous floating platforms and a veritable zoo of odd creatures that all share the common ability to end our fun with the slightest touch.  Shadow of the Colossus is at bottom about lacking control as we rely upon the navigational intelligence of our stead and clumsily flail about landscapes or up giant beasts, tripping over our feet or desperately holding on as we are tossed about.  Bionic Commando is simply defined by the inability to jump.  And when we play a role-playing or real-time strategy game, we feel the physical push and pull of navigating the user interface and menu systems while developing an indirect aesthetic awareness of the crunch of a sword blow, the indistinct bubble of a water attack, or the way in which our units interact (or don’t) with the playing field.  These visceral experiences actually take on the qualities of what would in other media be called theme, as they are both pervasive and often mirrored or paralleled by the wider game structure or narrative.

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