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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

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