CRE342 · Game Mechanics & Gameplay Design · Week 2
Game mechanics and player engagement
BSc (Hons) Game Design & Development
…and what pulled you back out?
using the challenge–skill channel, and name at least four of its conditions.
sensory, challenge-based and imaginative, and the barriers that block each.
and predict which ones break flow for which player type and genre.
with a baseline, a manipulation and a self-report measure.
Player types, SDT, motivation
MDA, Schell's tetrad, core loops
The channel, presence, agency, and how they differ
Distractors, difficulty, skill matching
Rules, rounds, and how to measure it
We run it, record it and analyse it together
Who plays, and why. We need it again today.
The box you ticked before play: Finish, Find, Friends or Fight.
Your biggest column: Tasks, Finds, Trades or Duels.
The rule you liked most, whatever it scored.
For most of you they didn't agree. What you do depends on the rules you're given, the people in the room and the prize, as well as on who you are.
Each Week 1 rule was built for one corner.
The types need each other: Killers need people to fight, Socialisers need people to talk to.
useful vocabularypoor measuring instrument
| Hexad type | Driven by | SDT need / motivation | Bartle nearest |
|---|---|---|---|
| Achiever | Mastery, getting better | competence | Achiever |
| Player | Rewards, points, prizes | extrinsic | Achiever |
| Free Spirit | Freedom to explore and create | autonomy | Explorer |
| Socialiser | Connection with others | relatedness | Socialiser |
| Disruptor | Change, testing the limits | autonomy, often against others | Killer |
| Philanthropist | Purpose, helping others | purpose | Socialiser |
Marczewski (2015); Tondello et al. (2016). Scored on six scales, so everyone has a profile, not a single box. Find your type: hexad.gamified.uk/test (12 questions).
Finds: go where you like, in any order.
Tasks and Duels: prove you can do it.
Trades: every point needs another person.
Did the prizes change what you did? Rewards can crowd out intrinsic motivation (the overjustification effect). Today's practical ends with a free-choice minute: who keeps playing when nobody asks them to?
Who is playing and what they're after.
Why it's motivating: autonomy, competence, relatedness.
What it feels like when it's working, moment to moment.
Today's question: does who you are change what breaks your flow?
Designers build rules. Players feel something.
Rules, systems and constraints, written in code.
What emerges when players act on those rules, live, at run time.
The emotional response: tension, delight, fear, flow.
MDA has no place for story. Schell's tetrad puts Story and Technology alongside Mechanics and Aesthetics, as four elements that support each other.
For Schell it means how the game looks, sounds and feels (the sensory surface). For MDA it means the player's emotional response.
Juggle Circle has almost no story. That makes it a clean test of flow: nothing imaginative gets in the way.
// Mechanic: detect the shoot action IF buttonPress == "shoot" AND ammoCount > 0 THEN isShooting = TRUE ammoCount = ammoCount - 1 ENDIF
Limited ammo, and a counter that goes down.
Players hold fire, count shots and scavenge between fights.
Tension: every miss costs something.



Simulated laws, from realistic to fantastical.
FIFA, Skyrim
Resources, trade and use; meaningful choices.
Civilization, Minecraft
Milestones that unlock content and abilities.
Pokémon, WoW
Planning, trade-offs, careful decisions.
XCOM, Fire Emblem
Co-op, competition, communication.
Fortnite, Among Us
The thing you do over and over, like jumping in Mario. It keeps players coming back.
Dialogue, trading, crafting. They add depth but can't rescue a weak core.
Juggle Circle takes under two minutes to learn and has no obvious ceiling.
The feeling we're designing for, and how to tell when it's there.
“The state in which people are so involved in an activity that nothing else seems to matter.”Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience, p. 4
More objects in the air. One odd one out goes round the order backwards. Drop it or throw badly and you sit down.
A Learn the rule with one object.
B The ramp adds an object each time you get comfortable.
Keep this up and you reach mastery at 3–4 objects.
C A distractor doesn't change the task. It takes attention away, so your effective skill drops.
One-sentence rule per game.
watch: players stop asking questionsThe object is caught or dropped.
watch: self-correctionEach round adds one new element.
watch: streaks lengthen, then plateauMore objects, faster tempo.
watch: talk stops, gaze locksInstant, self-paced restarts.
watch: resets without looking at youUntil the hecklers arrive.
watch: who plays on, who freezesEstimate the round's length.
watch: estimates short of the clockRewarding in itself.
watch: who keeps playing unaskedPlayers can't be in flow if they don't know what to do or whether it worked.

You want to keep playing.
Barrier: access. Preference, learning the controls.
You're emotionally invested; you notice less around you.
Barrier: game construction. Visuals, interesting tasks, plot.
You're "in the game". Presence.
Barrier: empathy and atmosphere.
Immersion is fragile: one badly placed interruption drops you back a stage.
GDnD wiki · Immersion Models (Brown & Cairns, SCI)The audiovisual world overpowers the real one.
Hellblade's binaural voices · Journey
Motor and mental challenge; closest to flow.
Tetris · Celeste · Beat Saber
Juggle Circle lives here
You care about people and places that don't exist.
The Last of Us · Disco Elysium
Different sources, different weak points. That's the next section.
| Flow | Immersion | |
|---|---|---|
| What it is | Total absorption in an activity | Being drawn into the game and its world |
| Comes from | Challenge matched to skill | Sensory, challenge-based or imaginative sources |
| Needs | Clear goals, immediate feedback, control | Barriers removed: access, construction, atmosphere |
| At its peak | Agency: effortless control, time flies | Presence: "I was there" |
| Without the other | Tetris, chess, juggling: no world needed | A walking sim: a world, little challenge |
| Measured with | Flow Short Scale; our F1 and F2 | IEQ, GEQ; our F3 |
They share the middle: deep concentration, fading awareness of the room, time distortion. That shared ground is what distractors attack.
GDnD wiki · Presence, Immersion, and the Flow Synergy“The satisfying power to take meaningful action and see the results of our decisions and choices.” It builds on flow's sense of control and Week 1's autonomy.
The feeling of being there, forgetting the screen or headset in between. It's where total immersion ends up, and it's strongest in VR.
The assistance distractor attacks agency. Out-of-world interruptions attack presence.
Players will tolerate challenge, but not unfairness or tedium.
If the video won't load: youtube.com/watch?v=rFMCX0NF4wQ
A level synced to music. As you watch, note:
Name the moment, then find its category.
"What's 17 × 3?" mid-throw
"What room are we in?"
Stop-and-rate prompt
Shouting the wrong name
A teammate giving wrong directions
Over-eager hints
hypothesis: hardest to filter out
Knocking, clapping nearby
Phone buzz, lights flicked
Crowding round the player
A rogue extra object
Particle effects hiding the target
Other teams calling out nearby
| Type | What it attacks | In a room | In a game |
|---|---|---|---|
| Sensory | Perception, attention capture | Knocking, flicking lights, crowding | Screen shake, audio sting, particle clutter |
| Semantic | Working memory, same-channel meaning | Wrong names, mental arithmetic | A dual task, contradictory UI text |
| Social | Self-consciousness | An audience, a "judge" with a clipboard | Spectators, live chat, a ghost score |
| Interruption | Continuity, time distortion | A forced stop to answer a question | Pop-ups, pause-to-rate prompts, loading |
| Assistance | Autonomy, sense of control | A backseat driver giving hints | Intrusive tutorials, hint arrows, auto-aim |
Being watched makes skilled players attend to movements they normally run on autopilot. Novices, who are thinking step by step anyway, often don't suffer.
Social pressure sits across the whole grid: it adds self-consciousness to any distractor.
A hint you didn't ask for takes the solution away from you. Competence and autonomy both drop, even when the hint is right.
Think of a companion who solves the puzzle before you can. Did it help, or take the fun away?
Think of a game that uses this on purpose. Ghost timers? Kill-cams? Companions?
Introduce the core controls with room to practise.
Each step builds on the skill you just learned.
New enemies and obstacles at a manageable pace.
Celebrate progress and show where to improve.
Rest beats between peaks; no sudden spikes.
Round B adds exactly one new element every 45–60 seconds: an object, a tempo step, a new rule. That is a textbook difficulty ramp.
The game adjusts itself in real time from your performance.
Resident Evil 4 · Left 4 Dead's AI Director
Player-chosen, and switchable without penalty.
Easy · Normal · Hard
Tune individual dials: speed, invincibility, aim.
Celeste Assist Mode · Hades God Mode
Early levels measure your skill quietly.
tutorial as a test
Opponents ease off or push back to keep it close.
Mario Kart item odds
Optional paths and side content at different difficulties.
branching routes
Design it, run it, measure it, predict it.
Throwers skip seated players: throw to the person they would have thrown to. The GM puts the object back in play.
The round ends when one player is left standing, or when time is up.
Watches the on-screen clock, feeds in objects on cue, judges catches and bad throws, ends the round.
Notes the time each player sits down, and when the round ends.
Two hecklers and a rogue thrower, working from the script card.
Between rounds: a 60-second pause to fill in page 2 of the sheet. Everyone stands again, including anyone who was out.
Nobody sits down. Lock in the order and learn what counts as a bad throw.
So Round C is the same for every group.
No contact. Heckle the play, not the person. Anyone can call "pause". Rather not throw? Be a GM or recorder.
Object count, a fixed order, a reverse object, sitting out.
Tracking several objects at once; the group finds a shared rhythm.
Team flow, rising tension, then laughter at the drop.
Tracking multiple objects is the core skill of action games. Adding an object is the simplest possible difficulty dial.
Hecklers shout nonsense sounds instead of names. Now you can separate sensory from semantic distraction.
| # | Item | Answer |
|---|---|---|
| F1 | The challenge matched my skill. | 1–7 |
| F2 | I lost track of time. | 1–7 |
| F3 | I was aware of what was going on around me. (reversed) | 1–7 |
| T | Without checking, how long did that round last? | m:ss |
| P | How long I stayed in (the recorder tells you) | m:ss |
| N | One word for how that felt | free text |
A teaching shortcut, not a validated instrument. For real studies: Flow Short Scale, IEQ, GEQ.
Distraction cost: flow −59% ((5.7 − 2.3) ÷ 5.7) · time in −47% (180 s → 95 s) · and Round C felt longer than it was.
The distractors did it.
Fatigue or boredom is a rival explanation.
This is counterbalancing: a within-subjects design with a baseline (B), a manipulation (C) and a self-report measure (the card).
Group, Order, Player, Player type, Round, F1, F2, F3, T estimate (s), Time in (s), One word 1, ABC, P01, Achiever, A, 5, 3, 4, 95, , calm 1, ABC, P01, Achiever, B, 6, 5, 2, 140, , buzzing 1, ABC, P01, Achiever, C, 3, 2, 6, 210, 95, frazzled
| Hexad type | A hypothesis to test today |
|---|---|
| Achiever | Stays in longest in Rounds B and C; biggest flow drop after sitting down early. |
| Player | Plays harder when there's something to win (last one standing); stops when the round stops. |
| Free Spirit | Highest flow in Round A; finds the fixed order the most frustrating. |
| Socialiser | Enjoys Round C more, despite performing worse. |
| Disruptor | Volunteers to distract; performs better under provocation than in silence. |
| Philanthropist | Hurt most by letting the group down: flow drops after their first bad throw. |
Predictions to test, not established findings. Don't know your top type? Take the 12-question test at hexad.gamified.uk/test, or put "Not sure".
Mechanics make dynamics make aesthetics. Design backwards from the feeling you want.
Flow is challenge matched to skill, with clear goals and immediate feedback.
Immersion comes from three sources (sensory, challenge, imaginative), each with its own weak points.
A distractor lowers effective skill. The most meaningful ones, inside the play, hurt most.
You can measure it: baseline, manipulation, self-report, and a swapped order.
Keep this on screen while we play. The clock runs the rounds.
5 soft objects to throw (beanbags, soft balls, rolled socks); one should look different. One activity sheet and a pen each.
Odd groups play B then C. Even groups play C then B.
Distractors: come to the front for your script card, and don't tell your group what's on it. Rather not throw and catch? Take a GM, recorder or distractor role instead.
T start/pause · R reset
don't catch an object thrown to you, or make a bad throw (the GM decides). Throwers skip you. The round ends when one player is left, or time is up.
T start/pause · R reset
| F1–F3 | Circle 1–7. F3 is about the room around you. |
| T | How long was that round? Don't check a clock. |
| P | The recorder tells you when you sat down, or "end". |
| N | One word for how it felt. |
Anyone who was out comes back in. Same order, same starting player.
T start/pause · R reset
| F1–F3 | Circle 1–7. F3 is about the room around you. |
| T | How long was that round? Don't check a clock. |
| P | The recorder tells you when you sat down, or "end". |
| N | One word for how it felt. |
Anyone who was out comes back in. Same order, same starting player.
T start/pause · R reset
| F1–F3 | Circle 1–7. F3 is about the room around you. |
| T | How long was that round? Don't check a clock. |
| P | The recorder tells you when you sat down, or "end". |
| N | One word for how it felt. |
Anyone who was out comes back in. Same order, same starting player.
Stop, you're done.
One row per player per round: three rows each.
Group, Order, Player, Player type, Round, F1, F2, F3, T estimate (s), Time in (s), One word 2, ACB, P09, Free Spirit, A, 4, 4, 3, 100, , easy 2, ACB, P09, Free Spirit, C, 2, 3, 6, 200, 70, chaos 2, ACB, P09, Free Spirit, B, 6, 6, 2, 120, , flowing
Players tab. Use your player ID or initials, never your full name. Round letters, not numbers: even groups played C second. Times in seconds (2:30 = 150). Leave Time in blank if you were still standing.
Scan, or open the Week 2 page on the module site. The sheet works out flow index, time distortion and the B-vs-C cost for you.
docs.google.com/spreadsheets/d/1R4lRJeuCVkhQC0GEITTgNYkVZrstUEEySFpGP-5iZXQ
Mean flow in B vs C. How big was the drop?
Did C fall for odd groups (C last) and even groups (C second)?
Did B feel shorter than it was, and C longer?
“To protect flow in a genre game, never ….”
One sentence per group. We'll collect them as the class's design rules for protecting flow.

A one-button juggling game where every difficulty setting and distractor is a switch you can flip and log.
Bartle, R. (1996) 'Hearts, clubs, diamonds, spades: players who suit MUDs', Journal of MUD Research, 1(1).
Beilock, S. L. and Carr, T. H. (2001) 'On the fragility of skilled performance: what governs choking under pressure?', Journal of Experimental Psychology: General, 130(4), pp. 701–725.
Brown, E. and Cairns, P. (2004) 'A grounded investigation of game immersion', CHI '04 Extended Abstracts, pp. 1297–1300.
Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. New York: Harper & Row.
Deci, E. L. (1971) 'Effects of externally mediated rewards on intrinsic motivation', Journal of Personality and Social Psychology, 18(1), pp. 105–115.
Ermi, L. and Mäyrä, F. (2005) 'Fundamental components of the gameplay experience: analysing immersion', Proceedings of DiGRA 2005.
Hunicke, R., LeBlanc, M. and Zubek, R. (2004) 'MDA: a formal approach to game design and game research', AAAI Workshop on Challenges in Game AI.
IJsselsteijn, W. A., de Kort, Y. A. W. and Poels, K. (2013) The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven.
Jennett, C. et al. (2008) 'Measuring and defining the experience of immersion in games', International Journal of Human-Computer Studies, 66(9), pp. 641–661.
Lombard, M. and Ditton, T. (1997) 'At the heart of it all: the concept of presence', Journal of Computer-Mediated Communication, 3(2).
Marczewski, A. (2015) Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design.
Murray, J. H. (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press.
Rheinberg, F., Vollmeyer, R. and Engeser, S. (2003) 'Die Erfassung des Flow-Erlebens', in Diagnostik von Motivation und Selbstkonzept. Göttingen: Hogrefe, pp. 261–279.
Ryan, R. M. and Deci, E. L. (2000) 'Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being', American Psychologist, 55(1), pp. 68–78.
Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann.
Sweetser, P. and Wyeth, P. (2005) 'GameFlow: a model for evaluating player enjoyment in games', Computers in Entertainment, 3(3).
Tondello, G. F. et al. (2016) 'The gamification user types Hexad scale', Proceedings of CHI PLAY '16, pp. 229–243.
MDA Framework · Elemental Tetrad · Flow · Presence, Immersion, and the Flow Synergy · Player Agency · Smooth Learning Curves · Playtesting · Immersion Models (Brown & Cairns, SCI)