Gating Mechanism

A Gating Mechanism is a specific point in a game where a player can only progress by using a specific ability or tool. This can be done to prevent the player from getting optional rewards, or as a check to make sure that the player either understands the tool or the game enough for the area after. With improper planning (or if bypassed by the player via an exploit or glitch), this can result in a Softlock.

A Gating Mechanism need not be as explicit as, for example, a pop-up saying you need a specific item or tool. This mechanic can be surfaced through level design, or with the tools’ interaction with other tools or abilities at the player’s disposal. Some Gating Mechanisms may not require the player to explicitly add a move to their move set; sometimes the “gate” is possession of specific knowledge, such as how to perform an Advanced Movement Technique, that a player is taught at some point in the game.

Examples

ULTRAKILL (Upcoming) – The player character’s Whiplash (Grappling Hook) is occasionally used by the level design to give the player access to secrets or faster ways of completing levels. In some instances, the player is tested on their skill with it.

Hollow Knight (2017) – Often, the game designers will use the level design to require the player character to receive specific upgrades to continue, including a Dash, Wall Jump and a Double Jump.

Pokemon: Emerald (2004) – The game designers will prevent you from taking specific actions until you have a pokemon on your team with a specific move, called HMs (Hidden Machines).

Mario And Luigi: Superstar Saga (2003) – Throughout the game, Mario and Luigi learn how to do new out-of-battle techniques, such as their hammers, the Luigi Dunk, and the Mini-Mario. These are used to open older paths to the player and to prevent progression until learned.

See Also

Advanced Movement Technique – Often, there will be specific, non-standard movement tied to some item or check, such as in ULTRAKILL or Hollow Knight. Sometimes, games will also give tutorials for things the player character could do the entire time much later, and using them earlier was always an option.

Platforming – Gating Mechanisms often take the form of Platforming challenges requiring specific abilities.