Week 2 Reading
This week we were tasked with reading 'MDA a formal approach to games design and games research - by Robin Hunicke, Marc LeBlanc and Robert Zubek'.
http://cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Abstract:
The idea for the MDA framework (Mechanics, Dynamics and Aesthetics) was aimed at bridging the gap between game design & development, game criticism and technical game research.
Like Doug Church's article on FADT, this places a common terminology for use when describing games from a designer's point of view.
Introduction:
Iterations support and help analyse the end result of a game to refine implementation, and then analysing those implementations to refine the result.
Designer -- (Creates) -- Game -- (Consumed) -- Player
Games are created by designers/developers and consumed by the players. They are purchased and used to then eventually be cast away like other consumable goods.
The difference between games and other entertainment products such as books, music, movies and plays is that the 'consumption' is fairly unpredictable. What happens during the gameplay and the outcome of the events are unknown at the time the product is finished.
MDA Framework: Rules - - - System - - - Fun
Mechanics - 'Components at the level of data representation and algorithms'.
Dynamics - 'The run time behaviour of the mechanics based on player inputs and each other's outputs over time'.
Aesthetics - 'The desirable emotional responses evoked in the player when interacting with the game system'.
From Point of Designer: (Mechanics - - - Dynamics - - - Aesthetics)
Designers Perspective - 'Mechanics give rise to dynamic system behaviour which turns to aesthetic experiences'.
From Point of Player: (Aesthetics - - - Dynamics - - - Mechanics)
Players Perspective - 'Aesthetics set the tone, born from observable dynamics and eventually, operable mechanics'.
Aesthetics:
The following words are examples that can be used in place of the word 'fun' to better describe individual key areas within games:
From Point of Designer: (Mechanics - - - Dynamics - - - Aesthetics)
Designers Perspective - 'Mechanics give rise to dynamic system behaviour which turns to aesthetic experiences'.
From Point of Player: (Aesthetics - - - Dynamics - - - Mechanics)
Players Perspective - 'Aesthetics set the tone, born from observable dynamics and eventually, operable mechanics'.
Aesthetics:
The following words are examples that can be used in place of the word 'fun' to better describe individual key areas within games:
- Sensation - Game as sense-pleasure.
- Fantasy - Game as make believe.
- Narrative - Game as drama.
- Challenge - Game as obstacle course.
- Fellowship - Game as social framework.
- Discovery - Game as uncharted territory.
- Expression - Game as self discovery.
- Submission - Game as pastime.
Using the above words as examples in the following games:
- Charades - Fellowship, Expression, Challenge.
- Quake - Challenge, Sensation, Competition, Fantasy.
- The Sims - Discovery, Fantasy, Expression, Discovery.
- Final Fantasy - Fantasy, Narrative, Expression, Discovery, Challenge, Submission.
Dynamics - 'Work to create aesthetic experiences within the game such as time pressure and opponent play'.
Mechanics - 'Various actions, behaviours and control mechanisms afforded to the player in game context. Mechanics support overall game play dynamics'.
Conclusion
From my understanding of the reading, I believe using certain words to describe key areas within game, it helps us as designers focus (when iterating) on the correct areas.
I also think that the framework of the MDA in general is pretty solid in the sense that designers create (produce) a game, players buy (consume) the game then give feedback via forums etc after the launch of a game. (Play testing would give designers the same required information however changes could be implemented before release). This then enables designers to work on key areas for improvement in the future. This helps us understand the importance of iteration.
Conclusion
From my understanding of the reading, I believe using certain words to describe key areas within game, it helps us as designers focus (when iterating) on the correct areas.
I also think that the framework of the MDA in general is pretty solid in the sense that designers create (produce) a game, players buy (consume) the game then give feedback via forums etc after the launch of a game. (Play testing would give designers the same required information however changes could be implemented before release). This then enables designers to work on key areas for improvement in the future. This helps us understand the importance of iteration.
Ok, it is good you are blogging regularly, keep it up. With this one the link does not work and looks ugly. google it and link it properly. The notes can be improved by you making more of an intervention in them. Put a paragraph at the end to evaluate the article. You can say how it is making you think about a game you have played or our making.
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