# mechanics - a lost art?

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I've always been a sucker for good mechanics, but I fear they may be losing their way.

With the ccg I'm designing, I don't need a lot of mechanics, but the brainstorming I am doing on different ideas brought this on and I would like to see what you guys think...

I remember one of the most fun things I've done is stick people to a wall with stakes (pain-something i think, can't remember exactly)... Are too many people gun-ho over just plowing through games anymore?

I want to see games now-a-days allow us to have some choice. Imagine in a fps, if you shoot the legs of a hulking boss enough he tumbles over (but at this point he gets around slower, but hurts your guy more and is overall a little more difficult). Or the same boss, shoot him in the wrong place (head or something), and something else happens..

What if in an rpg, there are multiple ways to complete something. Imagine a boss that you need a couple people to help, if you do something in the right order, it changes, a lot of things change. I'm a WoW player, so this is just an example... A boss where if they manuever him in a certain place, maybe other players could have an option of attacking something on the ceiling (causing something to drop and damage the boss). But, having the boss stand there makes him more difficult until that thing drops and does the damage.

In my ccg, I brainstormed one mechanic that I really like. It allows inter-changable 'battlefields', each with bad and good effects for both sides, but can't be done on a whim. One switch could provide you the win at the right time, but there will never be that always perfect time, it will always be different everytime...

I know, I know, programming, art, design, etc... time, let's imagine there's enough budget and time to do it...

Do you like intriguing mechanics? New and conceptual mechanics? Proven and often uninteresting mechanics?

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I'm not a 100% sure what you are getting at to be honest though but I'll try and reply as best as possible.

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