Game Design Library is a hand-curated, catalogued collection of game design links. Learn more
https://www.youtube.com/watch?v=Nj7EaryBgak
crafting cross-game analysis oil theory mechanics balance
An in-depth look at the three components of crafting systems: collection, crafting, and usage - and how to make them shine; mistakes to avoid that make crafting laborious; how to make simple crafting meaningful; and when your game should and include crafting: to give players control over the way they play, and an organic way to interact with the mechanics.
https://www.youtube.com/watch?v=fMFkd7edBR0
critical-hits mechanics balance
Critical hits are deceptively simple: add more damage randomly. You can change both aspects (when to crit, and what to crit) to create unique mechanics, such as extra status effects, skill-based critical hits or even negative critical hits. Critical hits work well in some genres (RPGs, first-person shooters), but can frustrate in others (fighting or tactical games).
https://www.gamesprecipice.com/complexity-emergent-gameplay/
emergent gameplay depth complexity mechanics scoring cross-game analysis
Complexity, depth, and the ratio between them determines emergent gameplay. A look at some board games that create depth out of simple mechanics, and how rules, scoring, and social elements can increase depth without increasing complexity. (Looks at board games, but directly applicable to video games.)
https://medium.com/@GWBycer/how-to-design-a-game-around-emergent-gameplay-a9348557570b
emergent gameplay depth complexity mechanics goals
A look at what emergent gameplay is and isn't, and some ingredients that support emergent gameplay: mechanics with multiple purposes, properties, goals, multiple solutions. It isn't just an open world or a moddable game.
https://www.gamedeveloper.com/design/match-game-mechanics-an-exhaustive-survey
A thorough analysis of all the fundamentally different types of mechanics in Match-3 games: topology (grid shape and size), player actions, match conditions, gravity, block spawning, and auto-match.
How to come up with ame mechanics ideas? Play games, start with something small, copy things that work from others. Experiment, and iterate on your idea until it's great.
https://medium.com/super-jump/how-to-start-designing-games-f4cb5440ebf9
theory mechanics prototyping aesthetics core loop goals
A thorough introduction to the fundamentals of game design, and how to implement them in your game. Aesthetics, mechanics, economy, narrative story, mechanics, goals, prototypes, and how to connect them all together.