Yeah, my definition of 'gimmick' pretty much matches the general consensus here. It's a feature in a game that is not fully integrated into the core gameplay. I'll say that the on-rails shooter sections in... the eleventy million games they exist in do fit this definition because they are not sufficiently different from the core game to be a change of place, but are not similar enough that your skills from the main game (and therefore the game design) can carry on.
(Although that makes me think of the rail shooter sequences in the Saints' Row games, which I don't think are bad. I'll submit that open-world sandbox are the only ones in which on-rail shooter sequences aren't gimmicky, because it
is similar enough that your skills can carry on - since in the usual game you'll usually drive and shoot, so these are sections in which you only shoot (but on the same environments), different in the same way that a racing section is the one in which you only drive.)
The problem, I think, is devs not fully understanding the game design. In the same way that a sequel by a different team may end up being a visually similar experience but feel very different, because devs only copied the surface and were unable to comprehend the deeper structure (cf MCCLOUD, Scott,
Understanding Comics, 2000) devs may not completely understand the basics of their own game and thus be unable to add meaningfully to it. The result of that is a game that feels generic, because devs were unable to deviate from the basic template.
Akalabeth said:
I would disagree that the Gravity Gun isn't a bloody gimmick.
I mean you go to a town full of zombies, and there are table saw blades and propane fuel tanks EVERYWHERE? In like every house almost? It's just as bad as the original FEAR expansions when some big bot starts chasing you and suddenly you enter a cafeteria where someone's left a bunch of rocket launchers everywhere.
So yes I would say HL2's gravity gun was a gimmick, a gimmick which wasn't really used for the final sequence because for no reason you got some suped-up gun that was more of an instagib rifle than its original design.
If it breaks immersion, it's a gimmick.
Compare this to the end of HL2E2 where you use a gravity gun. That's not a gimmicky section because there's a reason and a purpose behind actually using it.
I hate HL2, but I must disagree. Possibly because I hate HL2e2's ending even more.
The gravity gun was woven into the game's fabric, as it allowed the player to perform various things throughout the game without loss to its other functions. It didn't work well and could be ignored most of the time, but that doesn't mean it isn't a mechanic, just that it's a bad one.
Plus, there were some sections in which it was developed. Ravenplace is one example, since it forced you to rely on it more (although I just kept shooting zombies because fuck the gravity gun) and there was the beach where it could be used to move stuff instead of throw stuff at people. It's a small thing, but a gimmick won't get even this much, because this is depth and gimmicks don't have depth.
On the end of HL2e2, though, using the shiny balls of kapow instead of the rocket launchers means that 1) you can't have rocket launchers on the game at all and 2) you need to destroy the hunters first, instead of making a tactical choice about what to tackle first and how to approach the situation. I would argue that it's the shiny balls of kapow that are a gimmick, although a minor one.