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		<title>Design Discussion &#8211; The Mechanics Design Bit</title>
		<link>http://designhenshin.wordpress.com/2012/01/10/discussion1-mechanics1/</link>
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		<pubDate>Tue, 10 Jan 2012 23:18:29 +0000</pubDate>
		<dc:creator>designhenshin</dc:creator>
				<category><![CDATA[Random]]></category>
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		<description><![CDATA[The basis of any game is the mechanics that drives it.  While that seems like a simple enough concept, but it is sometimes hard to quantify if a mechanic is successful.  As a designer, I am constantly creating, updating, tweaking, and balancing mechanics that someone created &#8211; be it myself or another designer. I feel like a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=designhenshin.wordpress.com&#038;blog=30909041&#038;post=130&#038;subd=designhenshin&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#000000;">The basis of any game is the mechanics that drives it.  While that seems like a simple enough concept, but it is sometimes hard to quantify if a mechanic is successful.  As a designer, I am constantly creating, updating, tweaking, and balancing mechanics that someone created &#8211; be it myself or another designer.</span></p>
<p><span style="color:#000000;">I feel like a successful mechanic should be satisfying to the players.  I know that sounds all so vague.  But at the end of the day, there is no perfect formula for a successful mechanic.  A mechanic is successful if it makes the player feel good.  I have noticed a few things that goes into the definition of a &#8220;successful&#8221; mechanics.  While these are not hard rules, they have helped shape my designs.</span></p>
<ul>
<li><span style="color:#000000;">A successful mechanic should fit into the game.<br />
An example of a mechanic that does this pretty well is the suicide move from Samurai Showdown 4.  Players can sacrifice their own life and forfeit the current round and start the next round with a full super meter (POW guage).  The theme of a suicide or seppuku fits well in a game about samurai fighting and it adds a level of strategy in the meter building game which is often crucial in a fighting game.    </span></li>
<li><span style="color:#000000;">A successful mechanic has a purpose and can deliver on that purpose.<br />
Treasure Hunter, an ability given to the thief class in Final Fantasy XI Online shows what happens when a mechanic is unclear and when it does not deliver on a purpose.  Based on the name alone, players assumed that this ability increased drop rate of items.  It did not do that as far as anyone can tell and I do not believe that Square Enix ever gave the players a clear answer on what it is sposed to do.    </span></li>
<li><span style="color:#000000;">A successful mechanic is simple to use and easy to understand.</span><br />
<span style="color:#000000;">The Dragon Punch (Shoryuken!) from Ryu (or any of the shoto characters) in Street Fighter is a good example of this.  It is simple to use and the player clearly understand what it is used for.  At the same time, its easy enough for the opponent to understand what its intent is and react accordingly.</span></li>
<li><span style="color:#000000;">A successful mechanic does not compromise the aspects other mechanics at work or the gameplay.<br />
</span></li>
<li><span style="color:#000000;">A successful mechanic creates engagement from the players.<br />
Something like Focus Attacks from Street Fighter 4 is very successful at doing this.  Using it in the correct situation makes the player feel smart because it can be used as both a defensive tool or an offensive tool.  At the same time, it can be punished properly by the opponent.  </span></li>
</ul>
<p><span style="color:#000000;">For example: Bayonetta, Super Street Fighter 4, and Team Fortress 2 all pretty much showcase these mechanic design ideas.  As I have stated previously, these are not hard rules.  But if you look at games that I have mentioned, I think you will find similar philosophies in the design of their mechanics.  </span></p>
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		<title>Design Day &#8211; Diablo 3: Knight (Skill Creation &#8211; 2)</title>
		<link>http://designhenshin.wordpress.com/2011/12/30/diablo3-skillcreation2/</link>
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		<pubDate>Fri, 30 Dec 2011 05:55:39 +0000</pubDate>
		<dc:creator>designhenshin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Diablo 3]]></category>

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		<description><![CDATA[Divine Lance Zeal Spender Cost: X Zeal Summon a holy lance that strikes all enemies in your path  for X weapon damage. Runestones: Shockwave: (Alabaster Runestone) Creates a shockwave that inflicts X weapon damage to all enemies around the Knight. Impalement: (Crimson Runestone) Impales all enemies with directly in front of you with Divine Lance [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=designhenshin.wordpress.com&#038;blog=30909041&#038;post=73&#038;subd=designhenshin&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#000000;"><strong>Divine Lance</strong></span><br />
<span style="color:#000000;"> <em>Zeal Spender</em></span><br />
<span style="color:#000000;"><em> Cost: <span style="color:#008000;">X</span> Zeal</em> <strong></strong></span></p>
<p><span style="color:#000000;">Summon a holy lance that strikes all enemies in your path  for <span style="color:#008000;">X</span> weapon damage.<strong></strong></span></p>
<p><span style="color:#000000;"><strong>Runestones:</strong><br />
<span style="color:#999999;">Shockwave: (Alabaster Runestone)</span><br />
Creates a shockwave that inflicts <span style="color:#008000;">X</span> weapon damage to all enemies around the Knight.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#800000;">Impalement: (Crimson Runestone)</span><br />
Impales all enemies with directly in front of you with Divine Lance dealing <span style="color:#008000;">X</span> weapon damage and slow the movement of enemies by <span style="color:#008000;">X%</span>.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#ff6600;">X &#8211; Name Needed: (Golden Runestone)</span><br />
Reduce the cost of Divine Lance to <span style="color:#008000;">X</span> Zeal per attack.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#333399;">X &#8211; Name Needed: (Indigo Runestone)</span><br />
Summon <span style="color:#008000;">X</span> lances that strikes all enemies in your path for <span style="color:#008000;">X</span> weapon damage.<br />
</span></p>
<p><span style="color:#000000;">X &#8211; Name Needed: (Obsidian Runestone)<br />
Each lance leaves behind a trail of lightning that deals <span style="color:#008000;">X%</span> lightning damage to enemies in their path.<br />
</span></p>
<p><span style="color:#333333;"><em><span style="color:#000000;">[Another <em>quintessential</em> Knight weapon. A lance is not only cool, it conjures all sorts of different images of jousting events and it kind of defines the nobility of the Knight.]</span><strong><br />
</strong></em></span></p>
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		<title>Design Day &#8211; Diablo 3: Knight (Skill Creation &#8211; 1)</title>
		<link>http://designhenshin.wordpress.com/2011/12/28/diablo3-skillcreation1/</link>
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		<pubDate>Wed, 28 Dec 2011 01:49:57 +0000</pubDate>
		<dc:creator>designhenshin</dc:creator>
				<category><![CDATA[Design]]></category>
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		<description><![CDATA[Shield Slam Zeal Generator Generate: X Zeal per attack Summon forth a divine shield to slam enemies directly in front of you for X% weapon damage with a chance to knock the enemy back. Runestones: Shockwave: (Alabaster Runestone) Creates a shockwave that inflicts X% weapon damage to all enemies around the Knight. Shield Spike: (Crimson [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=designhenshin.wordpress.com&#038;blog=30909041&#038;post=1&#038;subd=designhenshin&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#000000;"><strong>Shield Slam</strong></span><br />
<span style="color:#000000;"> <em>Zeal Generator</em></span><br />
<span style="color:#000000;"><em> Generate: <span style="color:#008000;">X</span> Zeal per attack</em><strong></strong></span></p>
<p><span style="color:#000000;">Summon forth a divine shield to slam enemies directly in front of you for <span style="color:#008000;">X%</span> weapon damage with a chance to knock the enemy back.<strong></strong></span></p>
<p><span style="color:#000000;"><strong>Runestones:</strong><br />
<span style="color:#999999;">Shockwave: (Alabaster Runestone)</span><br />
Creates a shockwave that inflicts<span style="color:#008000;"> X%</span> weapon damage to all enemies around the Knight.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#800000;">Shield Spike: (Crimson Runestone)</span><br />
Punctures all enemies with directly in front of you with Shield Slam dealing <span style="color:#008000;">X%</span> weapon damage. Removes the chance to knock enemies back.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#ff6600;">Vindication: (Golden Runestone)</span><br />
Generates <span style="color:#008000;">X</span> addition Zeal per attack.<br />
</span></p>
<p><span style="color:#000000;"><span style="color:#333399;">Wrath: (Indigo Runestone)</span><br />
Each attack grants a <span style="color:#008000;">X%</span> armor increase for <span style="color:#008000;">X</span> seconds. This effect stacks up to <span style="color:#008000;">X</span> times.<br />
</span></p>
<p><span style="color:#000000;">Repentance: (Obsidian Runestone)<br />
Instead of knocking enemies back, each hit has a <span style="color:#008000;">X%</span> chance to stune the target for <span style="color:#008000;">X</span> seconds.</span></p>
<p><span style="color:#333333;"><em><span style="color:#000000;">[When thinking about a Knight, a shield bash kind of attack seems quintessential to the class. At the same time, I don't want to restrict the players into using only "weapon + shield" in order to use this attack. So very much like the Barbarian's ability to summon the Hammer of the Ancients, the Knight is able to summon a shield of divine force. This allows the Knight to perform a Shield Slam while still being able to use all of the weapons available to him throughout the world of Sanctuary.]</span><strong><br />
</strong></em></span></p>
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