Core Dynamic
The term 'core dynamic' refers to the key mechanic that is apparent throughout a video game.
Some different types of core dynamics will be briefly described below.
These dynamics were discussed upon by my group and I, until we eventually came to a conclusion on what they key dynamics would be.
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Although this research is more suited to the level design team, I still decided to note it all down, as the dynamic of the game would have an impact on my planning, as I'd be required to make the concept of the story/game around the dynamic(s).
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Below is a link to the pre-production page where we decided on what core dynamic would be used.
Types of dynamics:
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Territorial Acquisition
The task of gaining more power in the form of acquiring more land.
Examples: Civilization 5
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Prediction
Being required to bet/guess (betting/guessing)
Examples: Childrens games, gambling
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Spatial Reasoning
Puzzle like/needing to be aware of the working space
Examples: Connect 4, Naughts and Crosses
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Survival
Being required to outlive something or someone
Examples: Player Unknown Battlegrounds, APEX Legends, Fortnite
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Destruction
Being able to destroy something, whether it's monsters, the world, or others
Examples: Doom, Plague
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Building
Providing an open space to develop/build upon
Examples: Sim City, Minecraft
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Collection
Being required to collect a specific item/items throughout the game
Examples: Sonic, Banjo Kazooie
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Chasing or Evading
The act of chasing or evading someone/something
Examples: Scotland yard, Friday 13th, Dead By Daylight, Deceit
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Trading
Key feature making use of trading between characters in-game, or with other players.
Examples: Trading Card Games (TCGs such as Yu-Gi-Oh, Vanguard, Pokémon)
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Race to the End
Player receives a certain amount of time to carry out/complete a particular task
Examples: Racing games (Mario Kart), Mario Party, Overcooked