Game mechanics are the rules and procedures that make a game work: what players can do, what the game does in response, and how someone wins or loses. When designers formulate the mechanics of a game, they define five things: the rules, the players, the avatars they control, the game state and the game views. They also plan goals, both short-term (collect this coin) and long-term (win the race).
In the previous lesson, Iterative Design in Games, we saw that mechanics are tested and revised again and again. Here we learn how to write them clearly in the first place.
Common mechanics found in most games
| Common mechanic | Question it answers | Example (a racing game) |
| Setup | How does the game begin? | Four karts line up on the start grid; each player picks a character and a track. |
| Victory conditions | How does someone win (or lose)? | The first to finish three laps wins. |
| Progression of play | How does the game move forward? | Players race in real time; laps are counted; new tracks unlock after each cup. |
| Player actions | What can the player do? | Accelerate, brake, steer, drift and use a collected item. |
| Definition of game views | What does the player see? | A third-person camera behind the kart plus a mini-map; split-screen for local multiplayer. |

Formulating the mechanics: the five parts
1. Rules
Rules define what is allowed, what is not, and what happens as a result. Good rules are clear, consistent and testable. Write them as short “if… then…” statements: If the ball touches the paddle, then it bounces and the score increases by one.
2. Players
Decide how many players there are and how they relate: single-player against the game, player versus player, cooperative, team versus team, or many players online. The same rules feel completely different when played together or against each other.
3. Avatars
An avatar is the character or object that represents the player: a hero, a car, a paddle, even a cursor. Define what the avatar can do (its abilities), how fast it moves, and what happens when it is hit or helped.
4. Game state
The game state is a snapshot of everything that matters at one moment: scores, lives, positions, time left, items held, which doors are open. When you save a game, you save its state. In programming, game state is stored in variables, and every rule either reads or changes those variables.
5. Game views
Game views define how the game world is shown: the camera angle, how much of the world is visible and what information appears on the HUD. Views are covered in detail later in this module.
Short-term and long-term goals
Goals give players a reason to act. Short-term goals can be completed in seconds or minutes: collect a coin, jump a gap, beat one enemy. Long-term goals take a whole level, session or game: win the race, finish the story, complete the collection. Good games layer them, so there is always something to do right now and a bigger reason to keep going. Many games also have medium-term goals, such as finishing a level or upgrading a tool.

Try the Scratch Team’s Pong Starter below. Look for its rules, its avatar (the paddle), its game state (the score) and its goals, then click “See inside” to see how the mechanics are built with code blocks.
Some mechanics are hidden: games quietly help players to make play feel fair and exciting. Extra Credits explains these “hidden mechanics”:
Example
Here are the formulated mechanics for a one-screen game called Coconut Catch:
- Players: one player against the game.
- Avatar: a basket that moves left and right along the bottom of the screen at a fixed speed.
- Setup: the score is 0, lives are 3, the timer is 60 seconds, and the basket starts in the centre.
- Rules: coconuts fall from random positions; if a coconut touches the basket, score +1; if a coconut hits the ground, lives −1; every 10 points, coconuts fall faster; a golden coconut is worth 5.
- Game state: score, lives, time left, fall speed and the position of each coconut.
- Victory conditions: the player wins by reaching 30 points before time runs out; the game ends if lives reach 0.
- Game view: a static side view of a beach with the score, lives and timer at the top.
- Goals: short-term – catch the next coconut; long-term – reach 30 points and beat your high score.
Exercise
- Choose a game you know and describe its setup, victory conditions, progression of play, player actions and game views.
- List three short-term and two long-term goals from any game. Explain how the short-term goals help players reach the long-term goals.
- Formulate the full mechanics (rules, players, avatars, game state, game views) for your own simple game, using the Coconut Catch example as a model.
- Remix the Pong Starter project: add one new rule and one new variable to the game state, then describe how they change the play.
Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 7 (“identify some common mechanics used in games”); Specific Objective 8 (“formulate the mechanics for a game”); Specific Objective 9 (“distinguish between short term and long term goals for games”).
Attributions to media used in this post:
Split-screen 4-player multiplayer in SuperTuxKart (2017, 0.9.3).png – QwertyChouskie – CC BY-SA 4.0 (via Wikimedia Commons)
1-bit platformer sample.png – Kenney (kenney.nl) – CC0 (via Wikimedia Commons)
© 2026 Vedesh Kungebeharry. All rights reserved.




















