Tuesday, October 16, 2018

Games MDA

I started today's post by watching a video on MDA Framework and reading the academic papers by LeBlanc, Hunicke and Zabek. I firstly learned that there's a difference between mechanics and dynamics. Mechanics are more or less the rules/restrictions that each game operates under while dynamics are the "play" of the game when the rules are in full swing. Dynamics and mechanics are different views of games with dynamics emerging from mechanics.

An example of dynamics is Time Pressure which can easily create a sense of dramatic tension. The mechanics that make up time pressure include depleting resources, a simple time limit and a "pace monster".
Aesthetics refer to the players experience of the game instead of focusing on the visual elements.
Models are formulas or abstractions and can also be referred to as "lenses". Formal models have no Grand Unified Theory but have a lot of smaller models instead. MDA for models is the knowledge of the links and interactions between aesthetics, dynamics and mechanics. Some properties of solid good models are formal, abstract and proven. Abstract means refers to this as widely applicable while formal refers to a good model as well-identified.

The next part explored a new meaning of the word "fun" as we are encouraged to think and use this word differently. The authors then go on to introduce us to eight new forms of "fun". The first way was Sensation which in game terms refers to the game as sense - pleasure, the second way is Fantasy which portrays the game as make - believe. The third way is Narrative which is the drama aspect of the game, the next way is Challenge which refers to the game as an obstacle course. The fifth way is Fellowship which refers to the game's social framework. Next is Discovery which refers to the game as uncharted territory. Expression and Submission refer to the game as self - discovery and positive.

Next was a very interesting part of the article where the authors explored the individual aesthetics of different games such as Charades, Quake and Final Fantasy. Each game contained different aesthetics and none were the same as the other. An aesthetic model is described as a rigorous definition of an aesthetic goal which states the criteria for both success and failure.
An example of this is given to us in the article along with more examples of each. Models of game dynamics include once again no Grand Unified Theory but instead a collection of many dynamic models which are analytical in nature.
Finally an example of the feedback system is shown which was very useful to me. I enjoyed reading more about game MDA and found all these articles and video to be very informative.

Links:
Link 1
Link 2
Link 3

Game mechanics
Image here

No comments:

Post a Comment