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The title text references development of games. A rule or strategy within a game is often called a ''mechanic'', meant as one particular rule (singular) out of the overall set of rules (game mechanic''s''). In this context, the word ''mechanics'' is a metaphor referring to the set of rules and interactions that govern the imaginary world of the game. The ''mechanics'' of a game define the deterministic or randomized functions of events and/or characters within the game, the outcomes of actions commanded by the players, and so on. This metaphor refers to the {{W|mechanics}} science, and how it describes behavior of physical objects in the real world; However, contrary to real-world mechanics which "just happen" and we only try to describe how things work, in {{W|game mechanics}} every single rule or interaction has to be explicitly defined. The game simulates (to a given extent) an actual world. Game rules do not need to mimic the real world closely and often don't for many reasons; This results in (intended or otherwise) inconsistencies, unexpected behavior or imbalance. Game players complain about “imbalance” when a particular rule, interaction or item present in the game (such as an extremely powerful magical artifact) gives a character exploiting it a great and unjustified advantage. Inconsistencies and possible imbalances can lead to problematic game mechanics being unused or left unresolved, after the creator of those mechanics ceases their participation in the game or game development process.
 
The title text references development of games. A rule or strategy within a game is often called a ''mechanic'', meant as one particular rule (singular) out of the overall set of rules (game mechanic''s''). In this context, the word ''mechanics'' is a metaphor referring to the set of rules and interactions that govern the imaginary world of the game. The ''mechanics'' of a game define the deterministic or randomized functions of events and/or characters within the game, the outcomes of actions commanded by the players, and so on. This metaphor refers to the {{W|mechanics}} science, and how it describes behavior of physical objects in the real world; However, contrary to real-world mechanics which "just happen" and we only try to describe how things work, in {{W|game mechanics}} every single rule or interaction has to be explicitly defined. The game simulates (to a given extent) an actual world. Game rules do not need to mimic the real world closely and often don't for many reasons; This results in (intended or otherwise) inconsistencies, unexpected behavior or imbalance. Game players complain about “imbalance” when a particular rule, interaction or item present in the game (such as an extremely powerful magical artifact) gives a character exploiting it a great and unjustified advantage. Inconsistencies and possible imbalances can lead to problematic game mechanics being unused or left unresolved, after the creator of those mechanics ceases their participation in the game or game development process.
 
Things that seem like they shouldn't work but do are the main topic of [[2540: TTSLTSWBD]].
 
  
 
==Transcript==
 
==Transcript==

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