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In game design, an or-lock refers to any lock (object, system or mechanic that restricts player progression) which can be opened with any key of a specific type or a range of types. These locks require only one key to be opened, but this key may be duplicated or can be replaced by another one to open this lock. Or-locks add an extra layer of significance and utility to items and inventory management, as in some cases players have to make a trade-off between consuming the key for one door or another one.
In game design, an or-lock is a type of lock (object, system or mechanic that restricts player progression) which can be opened with any key of a specific type or a range of types.
Throughout the game, the player may gather a number of keys, some of which are associated with a linear-lock which means that it requires only one key to open the lock, and that key is unique. Or-locks also require one key to open the lock, but the key is not unique. This means that this key may be duplicated or can be replaced by another one to open this lock. Or-locks add an extra layer of significance and utility to items and inventory management, as in some cases players have to make a trade-off between consuming the key for one door or another one.
In some cases, game designers may present an interesting mechanic where the number of keys that can be found of a type is less than the number of locks that they may open, making them choose and manage how to use their keys. This should only be used in situations where these locks are not an obstacle for the main quest, such as chests that give out different rewards with a given chance. However, narrative storytellers may introduce these locks when they want the player to choose one storyline over the other.
One example of or-locks is implemented in Elden Ring, where players can open doors locked by Imp Statue Seals with Stonesword keys. They may find more keys than actual locks, although they are not easy to find. However, if the player reaches an Imp Statue sealed door, they have to choose whether to consume one or two stonesword keys or leave it for another door, as each one gives a reward that might not be relevant for their build.
Machinations is a dynamic platform that serves as a hub for game designers, strategists, and simulation enthusiasts alike. With an intuitive interface and powerful simulation engine, you can visualize, prototype, and refine game mechanics with unparalleled ease.
Whether you’re an indie designer striving to create captivating gameplay experiences or a seasoned professional seeking to optimize player engagement, Machinations provides the tools and resources necessary to bring your vision to life. From visualizing complex systems to simulating player behavior, Machinations empowers you to experiment, iterate, and craft compelling interactive experiences.