The ideas behind these games by the quirky Finnish developers may have born with tongue in cheek but as
far as the gameplay mechanics are concerned, it's all serious business.
I like the way the sort of «chosen one» cliche narrative abilities (like the portentious visions of the future, the preternatural speed and agility in combat, etc.) are actually
incorporated as gameplay mechanics rather than just things that happen in cut scenes to raise drama or look neat.
Super Smash Bros. designer Masahiro Sakurai has confirmed, in an interview with Kotaku \'s Jason Schreier earlier today, that the latest entry in the Nintendo fighting franchise will not have
tripping as a gameplay mechanic.
Even though it's essentially DOA, the most recent game in the series (Marvel Vs. Capcom: Infinite) brought back the idea of the Infinity
Stones as a gameplay mechanic.
As far
as gameplay mechanics go, it bore many similarities to Gone Home: you can pick up objects, inspect them, sometimes even interact with them (I kept that bottle of whiskey for myself).
The developers say they're focusing on making combat more exciting, adding a mobile and web app to build squadrons, and introducing The
Force as a gameplay mechanic.
There have been countless over the years; whether
used as a gameplay mechanic, a narrative tool, or a way to counter-balance the protagonist's total lack of verbal communication, a lot of heroes would be lost without their faithful companions.
And it's no big deal if the art, story, music and sfx are not very polished or elaborate, as
long as the gameplay mechanic is fun, people will still have a blast with squares and triangles.
Nearly a year after the rumored title began, it began to look more & more like a (then) unfortunate reality, as a couple of months prior to E3 2017 a Mario / Rabbids crossover was once again brought into light, this time, however it was all but confirmed as the year one plan for the title was leaked, as
well as gameplay mechanics and artwork.
The contrast of black and white is used to great effect in The Bridge in both the aesthetics and
as a gameplay mechanic.
As a gameplay mechanic it works pretty well: three portraits at the bottom of the screen allow you to flip between Rufuses at will, and not long after being introduced to that you're also presented with the ability to share items between them.
Not that there's a problem with
that as gameplay mechanics that are deemed «good ideas» by the public are commonly repurposed in games.
As a gameplay mechanic, the way the environment fills in is not only a gentle acknowledgement of Rae's disability, but an effective indication of her mood; her joy quickly turns to fear as she slowly backs away from unexpected hazards like dogs and crows.
Developers further played with our idea of time by incorporating
it as a gameplay mechanic.
That's not exactly a bad thing either,
as the gameplay mechanics and story are what made the originals a classic in gaming.
With the action presented from a side perspective, the game allows the players to explore consecutive locations, jump between platforms, avoid the omnipresent traps, and acquire new skills — keeping all
this as the gameplay mechanics» core.