4. Gameplay and Mechanics
Define exactly what players can do, how they do it, and how the system responds to their actions.
PRID: gdd-en-4-gameplay-and-mechanics
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4. Gameplay and Mechanics
Define exactly what players can do, how they do it, and how the system responds to their actions.
4.1 Gameplay
4.1.1 Game Progression
- Main Progression Path: (Chapters / Map Exploration / Level Unlocking / Star Rating, etc.)
- Player Lifecycle Stages: (Newbie → Growth → Maturity / Competitive)
- Content Unlock Pacing: (Daily / Weekly / Version updates)
4.1.2 Mission / Challenge Structure
- Mission Types: (Main / Side / Daily / Weekly / Event Missions)
- Mission Templates: (Objectives: Collect, Kill, Escort, Race, Puzzle, etc.)
- Difficulty & Reward Tiering:
- Automated Generation Rules: (For long-term LiveOps content delivery)
4.1.3 Puzzle Structure (If Applicable)
- Core Puzzle Mechanics:
- Difficulty Curve:
- Tolerance & Hint System: (To prevent blockers)
4.1.4 Objectives
- Short-term Objectives: (Per session / Per login)
- Mid-term Objectives: (Days / Weeks)
- Long-term Objectives: (Character growth, Collection, Leaderboards, Achievements)
- Alignment with Business & LiveOps Goals:
4.1.5 Play Flow
- Session Flow: (Entry → Prep → Gameplay → Settlement)
- Round / Wave Structure: (For Tower Defense, Roguelike, etc.)
- Interruption & Resume: (Reconnection, Pause, Offline Rewards)
4.1.6 Core Thrill Loop vs Meta Loop
- Core Thrill Loop:
- Describe the micro-level "Action-Feedback" high-frequency loop (e.g., Aim-Shoot-Headshot Feedback).
- Define "Dopamine" release points and pacing.
- Meta Loop:
- Describe the macro-level resource accumulation and growth loop.
- How does the Core Loop drive the Meta Loop? How does the Meta Loop feed back into the Core Loop?
4.2 Mechanics
4.2.1 World Rules & Physics
Global Rules
- Time System: (Day/Night cycle, Time scale)
- Environmental Rules: (Weather, Terrain effects, Gravity changes)
- Scale & Measurements: (Scale ratio and measurement units)
Physics Details
- Basics: Gravity, Collision, Friction settings.
- Key Interactions: Bouncing, Destruction, Projectiles, etc.
- Performance & Cheat Prevention: (e.g., Server-side validation)
4.2.2 Movement
General Movement
- Movement Modes: (Walk / Run / Jump / Roll / Dash / Fly, etc.)
- Speed & Acceleration Rules:
- Stamina / Resource Consumption & Recovery:
Other Movement
- Special Moves: (Climb / Glide / Grapple / Teleport)
- Interaction with Level Design:
4.2.3 Objects
Picking Up Objects
- Pickable Types: (Items, Resources, Equipment)
- Pickup Range, Auto-pickup Rules & Animation Feedback:
Moving Objects
- Movable Rules: (Boxes, Mechanisms, Vehicles)
- Collision & Blocking Logic:
4.2.4 Actions
Switches and Buttons
- Trigger Conditions: (Step, Attack, Interact, Remote trigger)
- States: (One-time / Resettable / Timer)
Picking Up, Carrying and Dropping
- Carrying Limits: (Weight, Quantity, Stamina cost)
- Throwing Rules: (Parabola, Hit detection)
Talking & Reading
- Interaction Range & Trigger:
- UI Presentation: (Bubble / Dialogue Box / Full Screen)
- Skipping & Log History: