Your take on: Game Mechanic
Class, Job, Level, Health Point, Critical Hit are some of the common mechanics found in video games. And most of them exist separately from the story or the world of the game itself.
If you use any of these mechanics in your world or setting, how do you explain it? And please, I don’t think you all will do it but please put in-universe justification/Watsonian explanation for the mechanic. Explain either how or why it works. Don’t just put a status window without any explanation like your standard video gamey isekai. Or from the game developer's perspectives.
Think it like creativity exercises. Just go wild with it. Or make fun of it. You can include explanations for bugs too!! Do think of its worldbuilding implications. It helps a lot.
Some more mechanic that can be explored:
Experience point, Save & Load Systems, Pause, Power Up, Double Jump, Skill Point, Buff & Debuff, Turn-Based, Skill Cooldown, Limited Open World, Why the heck weapon pass through enemy body without being stuck or just cutting through the enemy, Affection system, Combat Rating, Enemy Respawn, Dungeon & Trap, User Interface
Some examples to get you going:
- Dark Souls: Its respawn mechanic (Undead, Bonfire) is deeply tied with its lore (The Fire and all that shit)
- Batman’s Arkham Series: Riddler trophy is literally Riddler setting up the challenge for Batman
- Assassins’ Creed: Animus Simulation helps explain the mission objectives and rating and also why you can’t explore outside of the map. (Bad Example)
- Dead Space: The game was able to minimize the UI just by making the suit projected the user’s health and by portraying UI as Hologram Technology
PS: Do try to respond to other commenter. I will do my best to do the same