CRE342 · Week 6
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 6

Game atoms
& the feel of play

Game atoms, mechanics representation, micro-mechanics and emergence

BSc (Hons) Game Design & Development

Think · 30 seconds

Which game has the best jump you've ever felt?

Describe it in three words, without mentioning anything you see.

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Break a game into atoms

actions, resources, goals, rules and feedback.

02

Trace atoms to experience

atoms → mechanics → dynamics → aesthetics, and find where the chain breaks.

03

Tune feel

separate the system from its surface, and use latency, forgiveness and polish on purpose.

04

Design for emergence

with loops and simple rules that combine into play you didn't script.

The route

Six stops

01

Game atoms

The five types, and how to find them

02

Atoms to experience

Pac-Man in five steps

03

Micro-mechanics

Feel, forgiveness, combos, mastery

04

System vs surface

Same code, different feel; schemas

05

Loops & emergence

Complexity from simple rules

06

Practical

Atom audit, then design a rule

Recap · Weeks 2–4

We've looked at mechanics from above. Today, from below.

Week 2 · MDA

Mechanics produce dynamics that players feel as aesthetics. Designers build M→A; players meet A first.

Week 3 · Feedback

One coin, five layers of feedback. Nested loops: seconds inside minutes inside weeks.

Week 4 · Interaction

Affordances and learned conventions; Norman's mapping: controls that match results.

Today

What is a mechanic made of? Why does the same mechanic feel different in two games? And how do small mechanics add up to play nobody wrote?

01

Game atoms

The building blocks of gameplay

Cook (2007) · the chemistry of game design

Atoms make mechanics, mechanics make systems

Atoms move · pellet · "ghost kills you" · chomp Mechanics collecting · avoiding · powering up Systems the whole maze chase

A game atom is the smallest, indivisible unit of meaningful interaction. Split it further and it stops meaning anything to the player.

GDnD wiki · Game Atoms and Micro-Mechanics
The five atom types

Actions, resources, goals, rules, feedback

Action

What you can do

Move, jump, attack, build, vote.

Dark Souls: dodge, parry
Resource

What you collect or track

Health, ammo, gold, time, trust.

Hades: Obols, Darkness
Goal

What you're trying to do

Win conditions and objectives.

Among Us: finish tasks
Rule

What's allowed, and what follows

Constraints and cause-and-effect.

Fortnite: the storm closes in
Feedback

What the game tells you

Sound, animation, numbers, rumble.

BotW: the weapon-break shatter

Every mechanic is a structured interaction between atoms. Change one atom and you change the mechanic.

Identifying atoms

Four ways to take a game apart

01 · Deconstructive analysis

List the actions, resources, goals, rules and feedback, then ask how each pair interacts.

02 · Flowcharts & diagrams

Draw how actions lead to outcomes and how resources flow in and out.

03 · Player experience mapping

Track the sequence of decisions a player makes, and the atoms used at each stage.

04 · Reverse engineering

Play with a notebook. Change your behaviour on purpose and watch what the rules do.

Pairs · call it out

Dark Souls: which atom is it?

GDnD wiki · Demon's Souls
02

Atoms to
experience

Mapping Pac-Man, from a joystick to a feeling

Five steps · MDA from the bottom up

Mapping atoms to experience

1

Identify the atoms

→
2

Combine into mechanics

→
3

Find the dynamics

→
4

Map to aesthetics

→
5

Draw the chain

Steps 2–4 are Week 2's MDA. Step 1 is what's new: MDA tells you the layers; atoms tell you what the bottom layer is made of.

GDnD wiki · MDA Framework
Worked example · Pac-Man (Namco, 1980) · steps 1–2

Atoms, combined into mechanics

Action · moveResource · pelletsResource · power pelletsResource · livesGoal · clear the mazeRule · ghost touch = lose a lifeRule · wallsFeedback · wakka sound, score, blue ghosts

MechanicAtomsWhat happens
MovementmovewallsanimationSteer through the maze; walls block you
Collectionmovepelletsound + scoreMoving over a pellet eats it
Avoidancemoveghost = deathsurviveStay away from the ghosts
Power-uppower pelletghosts vulnerableblue ghostsFor a few seconds, the hunted hunts
Life / failurelivesloss on contactdeath jingleLose them all and the game ends
GDnD wiki · Pac-Man
Steps 3–4 · dynamics and aesthetics

Behaviour nobody programmed, feelings nobody coded

DynamicEmerges from
Risk–rewardCollection + avoidance: chase the pellets near a ghost?
Strategic timingPower-up + avoidance: save the power pellet until the ghosts close in
Spatial awarenessMovement + maze: plan safe routes, predict the ghosts
Mechanic / dynamicAesthetic
Collecting pelletsSatisfaction, rhythm, flow
Avoiding ghostsTension, fear, excitement
Power pelletsEmpowerment, mastery
Clearing a mazeAchievement, relief

"Save the power pellet" is written nowhere in the code. Players discover it.

Step 5 · draw the chain

And find where it breaks

ATOMMove MECHANICCollect · avoid DYNAMICRisk–reward AESTHETICTension, satisfaction
If the ghosts never get close

No risk–reward: the aesthetic is boredom. Fix a rule (ghost speed) or the maze.

If you can't tell blue ghosts apart

No timing dynamic: confusion. Fix a feedback atom.

If pellets made no sound

The rhythm goes: flat. Same rules, lost aesthetic.

03

Micro-
mechanics

The feel of play: split-second exchanges between input and feedback

Micro-mechanics · Swink (2009)

Game atoms in motion

Macro-mechanics are the systems: combat, traversal, crafting. Micro-mechanics are the feel: the split-second loop of input and response.

Game feel is real-time control of virtual objects in a simulated space, with interactions emphasised by polish. (Swink, 2009)

Case study · Hollow Knight (Team Cherry, 2017)
  • Jump arcs: precise and predictable; you know how high you'll go
  • Attack: a few frames of hit-pause, then recoil
  • Audio: crisp impacts in time with the animation
  • Rumble: weight without overwhelming

Together: a rhythmic, tactile flow that rewards precision.

GDnD wiki · Game Feel
Live demo · click the game, then ← → to run, Space to jump · Esc to release

Feel lab: same level, different numbers

Try jumping late off the edge. Then try pressing jump just before you land.

Design principles for good micro-mechanics

Responsive, predictable, rewarding

Responsive

Something visibly changes within 100 ms of the press. Every frame of lag reads as weight or mush.

Predictable

The same input always does the same thing. That's how muscle memory forms.

Rewarding

Anticipation and follow-through, hit-pause and shake (sparingly), layered sound.

Forgiveness: the rules players never see

Coyote time: jump a moment after leaving the ledge. Input buffering: a press just before you can act is remembered. Both make the game match what players meant, not what they did.

Combo systems · representing mastery

When atoms chain, mastery shows

Atomic chain

Each action triggers the next, through timing or logic.

Mechanical interaction

Inputs, timing and feedback combine into a flowing sequence.

Representation

Visuals, sound and score tell you (and everyone watching) it worked.

Devil May Cry 3 (Capcom, 2005) · the style meter

D C B A S SS SSS

Dope → SSStylish. The meter rises for variety and pressure, and drops if you repeat the same move or get hit. The rank is the mastery, made visible.

GDnD wiki · Devil May Cry 3
Progressive skill development

Scaffold the skill, then remix it

TutorialApplicationMasteryChallenge plateau one atom, safelycombine itunder pressurenothing new to learnnew atom, new stair

Celeste gives each chapter one new element (dream blocks in Chapter 2) and remixes it with everything before.

A plateau is where players get bored, or where they practise for combos. Know which one you built.

GDnD wiki · Interaction Loops and Skill Chains
04

System
vs surface

Every mechanic has two realities

Representational layers

The code reality and the player reality

System layerRepresentation layer
What it isThe logic: physics, timers, collision boxes, algorithms. Abstract, mathematical.What the senses get: visuals, sound, motion, rumble, UI effects.
A jumpvy = 12 m/s on press; gravity −30 m/s², doubled while fallingA crouch, a stretch upward, a camera tilt, a whoosh, dust on landing
Where problems hideWrong numbers: too floaty, too slowWrong timing or sound: right numbers that feel wrong

Together these layers translate code into felt experience.

Same system logic, different feel

Celeste and Hollow Knight

Celeste (2018)Hollow Knight (2017)
SystemGravity, variable jump height, a dashGravity, variable jump height, a dash
RepresentationFast animation, bright palette, punchy click, no lagSlower wind-up, dark palette, heavy, muffled sound
FeelsLight, precise, empoweringWeighty, deliberate, sombre
Emotional toneUrgency, agility, optimismResilience, melancholy, endurance

The representation layer carries the emotion, and it should match the theme (Week 4).

GDnD wiki · Celeste
Live demo · click, then ← → and Space · both sides are the same game

One simulation, two surfaces

There is one character, one set of numbers, one input. Only the drawing, the particles and the shake differ. Which one feels heavier?

Cognitive representation · Bartlett (1932) · Week 4's affordances

Players read your surface through schemas

Schema

Knowledge that guides expectation. Red barrels explode; hearts heal.

Affordance

A cue that suggests an action. A handle says "open".

Cognitive economy

Brains reuse schemas to save effort: ⚙ means settings, everywhere.

Accidental mismatch

A door with a handle that never opens: broken trust, then frustration.

Deliberate mismatch

Dark Souls' mimics: a treasure chest that bites. Once. Then you check every chest.

GDnD wiki · Affordance
05

Loops &
emergence

Complexity from simplicity

Action System response Feedback Understanding Next action
Atomic loops

The smallest cycle of play

Action → system response → feedback → player understanding → next action. Every pass teaches a little.

Predictable outcomes build trust; small variations keep it interesting.

When several loops interact, behaviour appears that no single loop contains. That's emergence.

GDnD wiki · Game Loops
Example · Minecraft (Mojang, 2011)

Micro-loops feed macro-loops

Micro-loop · seconds

Mine a block → get a resource → wear the tool down.

Macro-loop · hours

Craft better tools → build → explore further → find new materials.

Emergence · nobody designed this

Players build whole cities, working calculators and computers out of redstone, and share them.

Week 3 asked whether small loops feed big ones. Today: what happens when loops feed each other?

GDnD wiki · Minecraft
Emergence · complexity from simplicity

Write rules, not events

Pac-Man

Four rules, one pack

Blinky chases you; Pinky aims 4 tiles ahead; Inky uses Blinky's position; Clyde backs off when close. It looks like teamwork.

BotW

Chemistry

Fire spreads and makes updrafts; metal conducts; wind moves things. Players invent solutions.

The Sims

Needs loops

Hunger, hygiene, social, all decaying at once, add up to life stories.

Civilization

Interlocking systems

Economy, war and culture collide into a different history every game.

Players become co-authors: they own what they discover.

GDnD wiki · Emergence
Live demo · Conway's Game of Life (Gardner, 1970) · draw on the grid

Three rules, endless behaviour

  • A live cell with 2 or 3 live neighbours survives.
  • A dead cell with exactly 3 comes alive.
  • Every other cell dies or stays dead.
GDnD wiki · Cellular Automata
Designing for emergence · Juul (2002)

Games of emergence, games of progression

Emergence

A few rules that combine into huge variation: chess, Minecraft, BotW's chemistry. Replayable; hard to predict and balance.

Progression

A designer-set sequence of challenges: adventure games, Portal. Controlled; one way through, eventually exhausted.

Recipe for emergence: clear local rules · systems that act on each other · more than one valid solution · test the possibility space, not just the intended path.

Groups · 2 minutes

Add one rule to Pac-Man that would create a new dynamic. What might players discover?

2:00
GDnD wiki · Inherent vs Emergent Complexity
Take away

Five things to remember

Five atoms: actions, resources, goals, rules, feedback. Mechanics are atoms in combination.

Trace the chain atom → mechanic → dynamic → aesthetic, and walk back down it when the feeling's missing.

Feel lives in milliseconds: under 100 ms response, forgiveness you never see, polish used sparingly.

Same system, different surface: the representation layer carries the emotion.

Write rules, not events: interacting loops produce emergence, and players co-author it.

06

Practical:
atoms & rules

Part A: audit a game. Part B: design a rule and test it.

Part A · groups of 3–4 · 20 minutes

Atom audit

  1. Pick a game from the sheet (or one you all know well).
  2. Atoms: at least two of each type.
  3. Mechanics: three, with their atoms.
  4. Dynamics: two behaviours that emerge.
  5. Aesthetics: the feelings they produce.
  6. Draw the chain for one of them.
Games on the sheet

Minecraft · Breath of the Wild · Fortnite · Dark Souls · League of Legends · Stardew Valley · Hades · The Witcher 3 · Among Us · Super Mario Odyssey

Worked example: Pac-Man, slides 13–15.

Present in one minute: your chain, and the one atom you'd change to make it a different game.

Part B · worked example · one rule, a new game

Noughts and crosses, three marks each

AtomIn this version
ActionPlace a mark
ResourceThree marks each, no more
GoalThree in a row
New rulePlacing a 4th mark removes your oldest
FeedbackYour oldest mark fades: it's next to go
DynamicsNo draws. You plan two moves ahead: what will vanish as well as what you place.
AestheticsTension and real challenge, from a game we'd "solved" at age seven.
Part B · groups of 3–4 · 30 minutes

Design a rule, prototype it, test it

1 · Design · 10 min

Take a simple game (or your own idea). Write its rules on the rule card: actions, resources, goals, rules, feedback. Add or change one rule.

2 · Prototype & play · 10 min

Paper, dice, coins, cards. Play it at least twice in your group.

3 · Test · 5 min

Clear? Consistent? Can it be exploited? What dynamic appeared? Was it the one you predicted?

Present (2 min): the rule, the dynamic you predicted, the dynamic you got, and one change you'd make next.

Exit ticket

“The atom I'd change in my favourite game is …, and it would make players ….”

One sentence each, before you leave.

References

Bartlett, F. C. (1932) Remembering: A Study in Experimental and Social Psychology. Cambridge: Cambridge University Press.

Cook, D. (2007) 'The chemistry of game design', Gamasutra, July.

Gardner, M. (1970) 'Mathematical games: the fantastic combinations of John Conway's new solitaire game "life"', Scientific American, 223(4), pp. 120–123.

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.

Juul, J. (2002) 'The open and the closed: games of emergence and games of progression', in Mäyrä, F. (ed.) Computer Games and Digital Cultures Conference Proceedings. Tampere: Tampere University Press, pp. 323–329.

Pittman, J. (2009) 'The Pac-Man dossier', Gamasutra, February.

Skinner, B. F. (1953) Science and Human Behavior. New York: Macmillan.

Swink, S. (2009) Game Feel: A Game Designer's Guide to Virtual Sensation. Burlington, MA: Morgan Kaufmann.

Further reading on the GDnD wiki