Tuesday 1 November 2011

Mechanics, Dynamics, Aesthetics - Robin Hunicke, Marc LeBlanc and Robert Zube


MDA - Mechanics, Dynamics and Aesthetics

Design methods guide to the creative thought process and help to ensure good quality work.

"Designers and researchers must consider interdependencies carefully before implementing changes, and scholars must recognize them before drawing conclusions about the nature of the experienced generated."

"MDA is a formal approach to understand games."

"Systematic coherence comes with conflicting constraints are satisfied and each of the game's parts can relate to each other as a whole."

MDA is a tool to bridge the gap between the different aspects of game creation and merge them successfully into a working, high quality, flowing game.

Rules -> System -> "Fun" 
Mechanics -> Dynamics -> Aesthetics

Mechanics - describes the particular components of the game, at the level of data representation and algorithms.

Dynamics - describes the run-time behaviour of the mechanics acting on player inputs and each other's outputs over time.

Aesthetics - describes the desirable emotional responses evoked in the player, when she interacts with the game system.

"Games are systems that build behaviour via interaction."

Designers and players have different perspectives on games i.e. the consumer/player looks firstly at the aesthetics and how it works then the, dynamics (how it works or feels during play), then mechanics and specific components of what drives the game, the code etc and the designers perspective is the opposite and    this is the order of importance for both.

------------------------------------->
Designer      M        D        A        Player
<-------------------------------------

Both perspectives need to be acknowledged when creating games.
This shows how small changes can have a "cascading" effects.

Aesthetics Breakdown:

Game Taxonomy:
1. Sensation -                                        2. Fantasy - 
Game as sense of pleasure                     Game as make-believe

3. Narrative -                                        4. Challenge -
Games as drama                                    Game as obstacle course

5. Fellowship -                                      6. Discovery -
Game as  social Frame work                 Games as uncharted territory
(Social interaction)

7. Expression -                                      8. Submission -
Game as self-discovery                          Game as pastime 

Every game includes multiple different aesthetic goals.

"Supporting adversarial play and clear feedback about who is winning are essential to competitive games."

Dynamic models:

Fellowship encouraged through ranging difficulties that a long player could not achieve.

"Expression comes from dynamics that encourage individual users to leave their mark" i.e. top of the leader board, most money etc. 
"Dramatic tension comes from dynamics that encourage a rising tension"

"Reality isn't always fun."

Mechanics:

The control the player has within a game. i.e. "Mechanics of card games include shuffling, trick, taking and betting - from which dynamics like bluffing can emerge"

"Mechanics support overall game plays dynamics."

Mechanics of "shooters" are: Weapons, ammo, spawn points; which produce dynamics such as camping or spawn killing.

Golf dynamics are: Balls, clubs, sand traps and water hazards which make the dynamics of broken clubs or drowned clubs.

                                        EVERY ACTION HAS AN EQUAL REACTION!!
Tuning:
Play testing - beta, alpha testing etc.


Need to do testing and add stages of iteration to increase the complexity, difficulty, challenge, and overall appeal, depth, enjoyment and play ability of the game by adding or taking parts out after each test stage.

Changing one element has a domino effect of which can mean the other aspects need tweaking or adjusting to improve the overall income.

Iterative testing:
Altering from test results then repeating tests and reviewing each test until the problems from the tests are solved and the testers, players and creators are happy with the final end product.

Dan x 

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