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Well, I’m celebrating mother’s day today, so I wasn’t going to even have my phone out, but since I am pooping let’s talk ‘mechanics’ LMAO.
So you’re pretending now that mechanics aren’t part of a game’s identity? That’s adorable.
Listen, kiddo, game concepts aren’t just the napkin pitch like ‘space adventure with guns.’
That’s like saying a restaurant concept is just ‘we serve food.’ 💀😂
The execution of those ideas, how deep the systems go, how player agency is handled, the SCOPE of what you can do, is the process of a concept.
Mechanics are the embodiment of concept. Otherwise, every shooter is just ‘point and click,’ and every RPG is just ‘talk and fight.’ You have to look at the HOW, not just the what.
Cheers mate, glad you have a perspective on it. Take care!
It’s hard to tell if you actually are making a coherent counter argument here since your response is 90% ad homenem.
Concepts are high level ideas. Mechanics are lower level implementations of those ideas.
But I think the original poster really meant “vision” or “motif” more than they meant “concept”.
A game with lots of deep mechanics but lacking overall vision is really just seen as a fancy tech demo by most people.