#Analyzing mechanics 1

37 messages · Page 1 of 1 (latest)

little portal
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get ready to read an essay. (i like writing lol)

Strengths:

The health system aids the game as it allows the player to be able to reset health every now and then. This is a big bonus as if there were very little or even no healing stations, the player would have to play with extreme caution, which would be a pain for most of the targeted audience, which in this case is considered the average gamer. Assuming these healing stations also act as checkpoints, I would say that this would be beneficial towards the targeted audience, as this allows them to learn the map/gameplay of each part. This makes the game much more forgiving, as long as the stations are places reasonably close.

On the other hand, adding a stamina bar would create a variety of further development options, such as more actions, preventing the player from using the default movement action 100% of the time. This makes the audience much more engaged and allows them to create tactics for both navigation and other unimplemented systems - like combat, minigames and other activities that require movement.

The map would help the player navigate much more easily. This is assumed by me to be similar to the map in Genshin Impact, where a major checkpoint reveals the area around it. This helps the player navigate around areas that could possibly confuse the player or just inform them that there are undiscovered areas that the player can further explore

pure heronBOT
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little portal
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part 1 btw dont garde yet im not done

little portal
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Weakness:

The health system is relatively weak at creating new unique and thoughtful mechanics. Usually, the only other option would to be adding a shield, which acts as another health bar. This could limit the games overall creativity if it was to be expanded on. (ik im going a bit off topic here) The main weakness I think the hp system has is that it very well creates a limit to the battle system, which could implement fear damage, shock damage, etc. While a Pokémon - inspired effectiveness chart would also fail to implement much more complex and technical mechanics, such as special statuses, seen in something like Persona 5 (which i just picked up lol), where all status conditions create the same 2 types debuffs, with anger and forgetfulness being a little different from the others, mainly just because it doesn't fully take away your turn.

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i just realised that this is an open world

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still applies tho

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The weakness of the stamina system is that its is also very basic, although offering more development methods, it still makes the player sometimes confused, seen in my experience with black myth. The attack action requires stamina, which is confusing as some of the targeted audience will not adapt to the system as fast as others (such as me lol, i lost interest quite quickly in black myth), and i think overall the only weakness of the stamina system is the missing standardization of actions in an open world. (kinda bad review lol)

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The map feature could possibly ruin the exploration theme of the open world game. It would create many loopholes and the minimap may also ruin the element of surprise of some enemies that are intended to attack the player by suprise, but removing the radar feature may also alter the gameplay of the game overall.

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brb gonna go make some layout

little portal
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The weakness of the health bar being limited could be overcome by using a system where you have 8 bars of health, with you being nerfed after a few bars lost. This way, you can create more versatile gameplay options, and i would still keep the healing system to maintain fairness and sustain difficulty

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The weakness of non-standardized action costs—where players become confused about which movements or attacks deplete stamina—can be remedied by introducing a loadout-based stamina system. There will be a total amount of stamina points, and by how many points a player allocates to a action, that action will have stamina cost reduced by a certain amount. This ensures that players can adapt and create their very own gameplay and get rid of the adaptation problem. Keeping the rest of the mechanics unchanged will provide a fun and customisable set of actions used to traverse the map.

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To preserve the navigational clarity of the checkpoint based map filling while removing the weakness of exploration-ruining loopholes and minimap based surprise erosion, I would so that getting to a checkpoint only reveals terrain geometry, not enemy locations or hidden chambers. Interacting with a map checkpoint unveils the topography, elevation markers, and major geographical features (rivers, cliffs, ruins) within a large radius, but all enemy encampments, and other special places remain invisible until the player physically enters their immediate vicinity. Furthermore, no radar exists; instead, a fps marker sort of symbol appears pointing to the nearest enemies(s) will appear after entering a certain proximity.

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@rapid steeple please i dont know how to use the exercise grader ping button it got removed or smth

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tysm!

rapid steeple
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if it isn't checked for long you're supposed to ping a grader

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also I'll check this one for you but avoid pinging graders that are on hiatus (black role color - like mine)

violet vortex
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Spent an hour typing it

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Damn

rapid steeple
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also also for long writing exercises like this one I'd recommend you write everything down in notepad or something and then send the complete thing in chunks

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instead of writing it all in discord

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makes it easier for everyone

little portal
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oh

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sorry mb

rapid steeple
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np just for future reference

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oops I'm actually not gonna check it I gtg sorry

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I'll forward this so someone else does

little portal
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alr

loud mango
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@little portal i like it but i do disagree with the weakness & changes with the health

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i feel like you kind of went on a really big side tangent and i dont really understand it 😭 it looks to me like youre saying its too simple and not unique at all, and that it limits the battle system

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i disagree cuz

  • mechanics dont need to be super innovative to be effective
  • a battle system is rarely held back by the health, and moreso held back by the system itself. status effects are perfectly possible to do well on 1-health-bar games for example
  • while i do think 8 health bars is very interesting, i just dont think it fits an openworld game at all. the gameplay loop is to explore and occasionally deal with the regular enemy, not to have a hyperfocus on gameplay and require you to think about 8 healthbars at once while exploring. if this were a combat-centric game then id think its super cool, but its not and 8 is a lot to keep track of in a game not centered around combat
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its just those, id say youre really close tho since everythinge lse is good

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-ex pend

pure heronBOT
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@little portal

"Analyzing Mechanics 1" Pending Completion

Please change the details the grader asked you to change, and send updates inside this post. You should ping a grader when you've made changes.

narrow surge
pure heronBOT