
Creating the fantasy through game mechanics
Let's go back to the charging knight example we just made. You want that charge to be spectacular, tense, and ultimately satisfying for the player; that means designing the enemy reaction and behavior (and even the game physics) in a way that is meaningful for that fantasy. Imagine if the combat system doesn't include any physics and the Knight simply stops in front of his target after the charge and begins a static fight where both he and his enemy just swing their weapons until one is defeated. Wouldn't it be so much better if the momentum built by the charge sends the enemy through the air and the Knight continues advancing until the momentum is gone (and many enemies have been knocked out). Creating such a game requires the design of the core mechanics to be built around a very specific fantasy.