To assist myself in the design process of a mechanic, that Id wish to further develop and evalutate - I decided to gather information and flesh out mechanics from a small number of games that I personally deem very interesting, successful. The mechanics from those games could be either successful or not. However, I wish to look into the impact they had on the game and maybe why they were successful or not.

The games that I will look into, are purely based on my personal opinion and could not be considered objective choices in anyway.

The games I will look into:


Crysis - The Nanosuit

I already spoke about Crysis 1 briefly as a reflection in my blog/diary entry (week 1). As mentioned the nanosuit mechanic (to me) is a core feature of the whole IP series.

I personally prefer the way the nanosuit was handled in the first entry to the series. It was a direct manual control wheel (the options for hot-key short cuts were available) which gave you freedom to use whatever function in any specific situation.

Crysis - Nanosuit control wheel.

Crysis - Nanosuit control wheel.

Each element on the wheel was very clearly annotated by a corresponding image, most players could grasp subliminally what each one of the elements corresponds too. Alongside was a satisfying sound cue from the nanosuit stating what mode has ''engaged''. Each one of the modes changed a specific statistic of the player characters capabilities (they're all self explanatory). i.e