Skip to main content

Games MDA

 

Taking Notes Link

For this week's reading task, we are going to talk about how to analyze the game design and research properly. We were given two articles to read and they are called "MDA: Formal Approach to Game Design and Game Research" by Hunicke, R. LeBlanc, M. & Zubek, R. (2004) and "Design, Dynamics & Experience (DDE) for Game Design" by Wolfgang Walk, Daniel Görlich and  Mark Barret. We also have to watch a video explaining about MDA Framework. Link to an external site.

MDA stands for Mechanics, Dynamics, and Aesthetics and it helps to clarify and strengthen the iterative processes of developers, researchers making it easier for them to break down, study and design a range of game designs. Design methodologies also guide the creative process and help ensure quality work. as designers always consider assurance before making changes.

"Games are created by designers/teams of developer and consumed by players"

There is also a difference between games and other entertainment products (movies, books, etc.) which is their consumption is relatively unpredictable. 

Mechanics - describes particular factors of the game, at the level of data representation and algorithms. Sometimes adjusting the mechanic of the game can help us improve in the overall dynamics. E.g. by changing the rules, the players could be able to enjoy the game better and it could keep their interest for a long period of time.

Dynamics - describes the run-time behavior of mechanics acting on player inputs and outputs over time. It also encourages a rising tension, a release and, completion.

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

Here are some of the Taxonomy lists of Aesthetics that helps me understand it better:

  • Sensation - game as pleasure
  • Fantasy - game as make-believe
  • Narrative - game as drama
  • Challenge - game as an obstacle course
  • Discovery - uncharted territory
However, according to the second article, MDA neglects many design aspects as it focuses on game mechanics too much. Because of this, it shows that MDA is not suitable for all types of games. This is where DDE is developed which stands for Design, Dynamic and, Experience. They use it to examine the weakness of MDA.

Blueprint is created by that part of the Design dealing with the game world in concept e.g. cultures, religion and, other rules. Blueprint is also more clearer as it reflects the control of planning throughout the development.

What Dynamics do is it links mechanics and aesthetics together. Dynamics defines what happens when the game starts. The difference between design and dynamic is that the control is indirect because every element the designer can directly affect falls in the category of design.

Comments

  1. Hey Flosie, I like the way to started the blog getting right into what a Game MDA. And providing bits of info on the Mechanics, Dynamics, and Aesthetics of games.

    ReplyDelete

Post a Comment

Popular posts from this blog

Introduction to a future Animator 😁

If you've been reading my blog post since the day I started, you have read my first introduction. However, I haven't really talked about myself. So in this post, I will along with questions from the tasks we have given. 😁 My photo from last year First of all my name is Flosie Jane Sazon, I am currently a 2nd-year student studying Creative Digital Media at the  Technological University of Dublin located in Blanchardstown Campus. I'm 20 years old (even though I don't look my age 😂) and I have been living in Ireland since I was 13. This course wasn't actually my first choice even though I love art. My first choice was something about business and language which was way different from what I'm doing now, but I'm really happy that I'm doing what I love. Even though there were a lot of times convincing my parents but everything went well in the end.😂😂 What was the best class you took last semester? why? Even though I enjoyed Web Development and Design Proc...

Unity Tutorial 04

This week's tutorial lesson was very straightforward and easy to follow. I also did not have any problem with the Unity tutorial videos and the software this time which I am really glad about. I learned how to apply codes that can destroy the objects when the collision is detected. I also know how to add the "Game Over" message in coding if the farmer missed feeding one of the animals. The tutorial lesson also taught us how to spawn the animals at timed intervals so that the animals will appear randomly on the game. Here are the things that I learned for this week's Unity tutorial: Lesson 2.4 New functionality: Animals are spawned on timed interval and walk down on the screen and the animal gets past the player without getting fed, there's a "Game Over" trigger massage at the left bottom of the screen. When the projectile and animal collide, objects are removed right away. New Concepts/Skills: Create custom methods/functions InvokeRepeating() to repeat c...

Time Strategies

Ancient clock As usual, I have been trying to start my last blog for this week, but because I procrastinate so much I never ended up doing it.  I feel like I always keep saying (I'll do it tomorrow morning), knowing very well that I am actually not a morning person!😂 . Anyways.... I am doing it again, moving away from the main topic. *facepalm* Today I will be talking about the time management which is ironic for me as I have been procrastinating before doing this blog. We were given multiple articles to choose from and read at least 2 of them to help us manage our time and keep our head on track with college work. Even though it is only the 2nd week of semester, we already have plenty of things to do, whether it is a tasks or labs. I've already found myself overthinking and feeling pressured to be able to submit the work on time. I also find it hard to stick to my planned timetable for this specific module that I created last week because there are tasks that kept coming. The...