FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Core Mechanics and Level Design
Most video games for consoles and personal computers present gameplay in separate levels (also called chapters, missions, or scenarios, depending on the genre), each with its own set of initial conditions, challenges, and termination conditions. Level designers plan, construct, and test these levels, as Chapter 12, "General Principles of Level Design," discusses.
Ordinarily, the level design specifies the type, timing, and sequence of challenges that appear during play, whereas the core mechanics specify how different challenges actually work. When a level starts up, the core mechanics read the level design data from a file, which includes: the initial state of the game world for each level; the challenges, actions, and NPCs for each level; and the victory conditions for the levels (see Figure 10.1). If the game consists of only one level or creates randomized levels, the core mechanics must also include mechanics for setting up the level before the game first enters a gameplay mode.
Therefore, your design for the core mechanics should specify how challenges work in general but not exactly which challenges each level will contain. As you design the core mechanics, concentrate on those features of the game that will be needed
in more than one level, and leave special-case features found only in a particular level to the level designer. It may be that the level designer can create code for those features using a scripting language and won't have to ask the game's programmers to do it.