
Hidden Game Mechanics
System Design Details
OVERVIEW
Intentions
Hidden game mechanics are ploys intended to create impactful moments of gameplay. These “tricks” are triggered under specific conditions, which usually are high-pressure or intense situations to achieve maximum effect. They are consistent and always work in the same way, thus, are predictable. A player cannot activate HGMs by using a special move but can only be activated by the system. For HGM to achieve its maximum effect, they must be implemented in a way that they make a difference in gameplay without being noticeable by the player.
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Jenifer Scheurle is the designer who unravelled the concept hidden game mechanics. She describes them as, “mechanics in games that are hidden from the player to get across a certain feeling”. She talks about how the human psyche is flawed at understanding concepts like time, distance and chance and therefore, HGM thrive, they exploit these flaws and manipulate the game systems in a way that it seems fair and believable to the player.
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The concept of HGM is intriguing because they give us insight on player’s psychology, it helps understand what players think and thus, how they react. Gameplay experience is something developers constantly try to improve on, HGM could a tool to enhance the gameplay experience. Lastly, through this we understand what player expects from a game, since players only accepts the concepts that they want to accept i.e. Suspension of Disbelief.
RESPONSIBILITIES AND ROLES
Key responsibilities
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Design and implement game systems in the game
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Test the players reaction to the levels with and without hidden game mechanics.
Pre-Production
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Research – On how these mechanics are and can be implemented. The most important aspect of this was purpose, the intention and use of HGM should be decided in advance and should be communicated in different aspects of design such as story and level design as well.
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Create Level Design, game flow, difficulty curve and other design documents
Production
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Used Unreal Engine 4.18 Blueprints, 3Ds Max and Photoshop for the developing the prototype.
Post-Production
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Designing the Test and Questionnaire
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Conducting tests
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Writing conclusive reports
EXPERIENCE
Learning opportunity
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HGM is a tool to balance a game however, it has its limitations and can be used up to an extent but if the balancing is off completely, HGM do not work as a patch.
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I have learnt that hidden game mechanics invoke different feelings (pressure, power, fairness, accomplishment etc.) at different moments, it is necessary to link these with the level design such that the game experience goes in tandem with the level design thus, enhancing the gameplay experience.
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In retrospect, the most important thing I have realised is that even though game development is a technology-oriented field, clever ideas like hidden game mechanics which are easy to implement and effective prove that even the simplest things go a long way.
Deliverables
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Testing results and analysis
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Working system and prototype details
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Quest Design document