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Introducing mechanics well is a matter of balancing progressive and emergent design. I have no idea if this is what’s generally accepted, but I like the ring of it. I like to use mechanical introduction as a blanket term for these two forms of design. Theorizing every inventive way you can use a mechanic is key in game design. You can have the distances between pits and belts vary. You can have spike pits of varying lengths. Of course, you can combine these two mechanics in a lot of different ways. This extends the longevity of your mechanics. You can have conveyor belts and spike pits separately, but when you combine them, your game suddenly becomes more interesting. This is when you use two mechanics together to create something interesting. Progressive design keeps things from getting stale. When you’ve used your mechanics in every way you can think of, you have to add something new. This is adding a new mechanic to your game. There are two ways to keep your game’s mechanics interesting. It’s absolutely genius and instrumental in appreciating video games, design, the creative process, innovation, ingenuity, etc., etc., etc. It doesn’t matter if you plan to go into game design some day or if your grandson once managed to convince you to try out Bejeweled.
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You need to understand Terry Cavanagh’s approach to game design. Part 1: Why Being Cavanaggesque is Striking I still hold that VVVVVV is a masterpiece, and, in its own minimalist, addicting-as-amphetamine logic, the same might just be said of Super Hexagon. He might only have three relevant games, and one of those ( Don’t Look Back) might be pretty bad, but I’ve gotten more enjoyment from VVVVVV and Super Hexagon than I have from most game consoles’ entire libraries. This was developed by Terry Cavanagh, who, if Shinji Mikami has truly retired, probably stands as my favorite active game designer. I can think of no more fitting game for a sixth review than Super Hexagon.
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