Designing Mechanics First

Abstract

Problem: Should game developers design system mechanics first and build the setting and story around them, or follow the reverse order?

Approach: Tim Cain responds to a viewer question about the "mechanics-first" approach used by directors like Miyazaki, explaining his own preferred order β€” setting, then story, then system mechanics β€” drawing on his experience with Fallout, Arcanum, and publisher interactions.

Findings: Starting with setting and story gives non-mechanics team members (artists, writers) creative freedom, naturally constrains mechanic selection to produce coherent systems, and aligns with how publishers actually evaluate and commission games. Mechanics-first can work, but risks constraining the larger team and producing systems that feel disconnected from the game world.

Key insight: Because there are always far more viable mechanic ideas than you can use, it's better to let setting and story act as a filter β€” the resulting mechanics feel coherent and purposeful rather than arbitrary.

Source: https://www.youtube.com/watch?v=lCZwL5GJvww

References