One of the practical applications of Thunderstruck player archetypes is balancing your player in the game with the right game mechanics so it does not become dominated by one archetype. For example, most MMORPG games would need a balance between all player archetypes since the existence of some motivates others to retain, which obviously isn’t the case with all games. But even those games that do not want a balance will need a ratio between specific types. Let us take Call of Duty as an example. Call of Duty published by Activision, would not aim to have all player types in the game. They would seek to have a significant percentage of Killers (those that like to defeat other players) and Achievers (those that like to climb the rankings), fewer Socializers (those that like to chat and socialize with other players) and Explorers (those that prefer to explore the world), and they are not interested in the Scientist (those that prefer to craft and upgrade their gear). How can they keep that ratio in their game? Let’s break it down with the following steps.
The elements in video games known as game mechanics are what the player interacts with to produce gameplay. In other words, they create gameplay upon interaction. Game mechanics can be segmented into five classes based on how the game uses these mechanics.
A system qualifies as a core mechanic by if removing it would make the game impossible to play. These are the fundamental game mechanics that all games are built upon and employ. They’ll be there for you all the way through. In Call of Duty, as a typical first-person shooter, Those mechanics would be shooting (obviously), navigation, and inventory & equipment systems.
The alternate mechanics are closely related to the fundamental mechanics. Using them in ways that don’t exactly adhere to the rules of games. These mechanisms have a terrible reputation for being “workarounds” or “tricks.”. An example of an Alternative Mechanic in Call and duty would be to take a hit without being killed to have the health generation feature; this feature is in all Call and Duty except in Hardcore and Old School. In less than 5 seconds, a seriously hurt player can regenerate to full health if they have ICU, a Resistance Perk, which cuts the length of time it takes for a player to restore health in half (Call of Duty: Ghosts).
They could be either power-ups or add-ons. Video game mechanisms that temporarily increase or decrease your stats or skills are known as power-ups. For example, In Call of Duty: Warzone Season 4, once you’ve chosen your weapons and perks, it’s time to complete your loadout with a potent piece of tactical gear like Stim. Stims are one of the strongest tactics for players who play aggressively because they temporarily increase your speed and start your health regeneration immediately. The add-ons, which are permanent, function similarly to power-ups. In Call of Duty, the add-ons include a variety of armour, weapons, abilities, and bonuses.
These are extremely particular and frequently fairly unforgettable. In the game, peripheral mechanisms only show up once. Do you recall Zero’s RC plane quest from GTA: San Andreas? The peripheral mechanic was the small aircraft. Peripheral mechanics offer memorable moments that will be remembered for a lifetime. If you know Peripheral Mechanics in Call of Duty, email us. We are really keen to know it, and we can add it here.
Here is a mechanics that the Conquerer player type enjoys. Anything that exists to complicate the player’s life and keeps them from achieving their objective is an opposition mechanism. The opposition mechanics include enemies, traps, and explosives that explode if you don’t reach them in the given time. In Call of Duty: Warzone, To complete the Scavenger Contract, you must quickly gather three Supply Boxes in a certain time.