Cubed Issue #11, Free Edition | Page 10

Charles ward

Charles ward

GAMEPLAYGAMBITS

8

ARE GAMES DEFINED BY THEIR MECHANICS ?

Video games hold a unique space in our culture , primarily through the way in which they manage to engage the player both mentally and physically in their worlds . This results in a lasting tangibility very little other media can offer .

However , video games also hold another unique aspect in being so often defined through their mechanics , whether it be hack and slash , RPG or platformer . Though this is unusual , it comes from the more
physical , hands-on nature of playing video games .
Unlike other media , games are first and
foremost defined by their gameplay , whether the controls are tight and responsive or floaty and clunky , and the overall experience of playing , whether you had fun or found it dull and uninspiring .
In the early days of small development teams and even smaller budgets , game mechanics were the ‘ make or break ’ of whether a release was received well by the
press and public . There was little else to hide behind , and this is often the reason for games such as Super Mario Bros , Castlevania or Mega Man ageing so well .
" Mechanics used to make or break games "
As graphical fidelity increased , their mechanics remained a consistent example of solid game design . Most importantly they
simply remained fun to play .
In recent years , the line has become more and more blurred with the advent of smaller , independent developers having the time and space to innovate and put story and world building ahead of gameplay mechanics alone . The spectrum of genres has grown to be so wide and varied that there is now space for genres such as the divisive ‘ walking simulator ’, in which there is often very little gameplay involved other than
movement around the world , but an engaging narrative plot attempts to fill the space .
Criticisms centering around whether games such as Gone Home are actually games at all tend to focus on this mechanic involving mostly exploratory
gameplay
and
narrative . Similarly ,
with
an
increase in budgets ,
developers
of
less
successful games have often tried to hide behind superior graphics to mask the less than adequate gameplay . Now that