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What makes a game (RPG) - Game pillars, Core mechanics, level design -…
What makes a game (RPG) - Game pillars
Characters
Non playable characters
companions
enemy non playable characters
player character
animals
Story telling and narrative
main focus / quest
heavily influenced by game setting
game setting
side narratives / quests
story telling influencing level design
UI and visual feedback
menus
settings
save files
credits
start game function
in-game menus
save files & save function
character creation
quest menu
inventory
character info
health bar
stamina bar
weapon information
character stats
feedback
controller vibration
screen
motion blur
screenshake
audio
ear ringing sfx after loud noises
dialogue
character audio
item noises
Programming and system logic
loading
loading screens
scripted sequences to hide loading screens
individual items
equipment
weapon statistics
gear statistics
key items
non playable character behaviour
hostility
factions
npc nav mesh
dynamic behaviour
coding languges
level scripting
Core mechanics
Movement
Jumping
running
crouching
crawling
Interaction
Using / picking up items
doors
vehicles
character
health system
stamina system
leveling system
level design
playable areas
open world
interior cells
themes
Backgrounds
objects / props