MDA
(Mechanics, Dynamics and Aesthetics) – A formal approach to understanding
games, attempts to bridge the gap between game design and development,
criticism, and technical game research.
Design
methodologies guide the creative thought process in all steams of development
and help to ensure quality work. Iterative, qualitative and quantitative
analysis helps in two ways; to analyse the end
result, which allows you to refine the implementation
which in turn allows you to refine the result. Using both allows you to
consider a wider range of possibilities. This is especially important in
computer/video games, where interactions between subsystems create complex and
sometimes sporadic behaviour.
Game design
and authorship happen at many levels, there are many different roles and fields
in game research and development, however all must at some point consider
issues outside their area’ base mechanisms, design goals, gameplay etc. No
discipline or role is acceptation to this rule, if one element becomes
ignorant, the whole game may suffer.
Games
differ from other media sources as their consumption is unpredictable; the events
that occur in gameplay and the outcome of those events are unknown at the time
the product is finished.
MDA framework
formalizes the consumption of games and breaks them down into distinct
components:
Rules >
System > Fun
It also
establishes their counterparts:
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
Fundamental
to understanding this framework is the idea games are artifacts, more so than
media. This is because the content of a game is its behaviour, not the media that
streams out towards a player, in other words it comes down to an experience
unique to the player themselves, that is created by them, unlike films for
example that portray a specific, scripted story with certain emotions plotted
and weaved within it. In lamens terms; games build behaviour via interaction.
MDA
identifies that the player and the designers perspectives are reversed; a
designer identifies the mechanics which give rise to a dynamic system behaviour
which in turn leads to aesthetic experiences. However the player sees it as
aesthetics setting the tone, which is born out in dynamics and eventually
mechanics. It’s important to always remember the player’s perspective in order
to avoid falling into feature-driven design traps, when you should really be
aiming for experience-driven design.
Aesthetics:
It’s
important to move away from generic terms like fun and gameplay, so let’s move
towards a more directed vocabulary, here are some examples;
·
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
Examples:
Quake:
Challenge, Sensation, Competition, Fantasy
Charades:
Fellowship, Expression, Challenge.
Different
games require different elements to take priority, for example Quake centres
its main element as challenge, while fantasy is important too, it isn’t the
core point of Quake, and the fantasy is simply a supporting element to the
challenge of the game. Something such as Final Fantasy however will rely
heavily on the fantasy as the element, and while challenge would still be
important, it isn’t as important. There is no key golden rule to element focus,
it’s all dependent upon the game itself and many different outcomes can lead to
the fun factor.
These
aesthetic definitions must then be refined and used as the foundation of
aesthetic models, in simplistic terms its basically expanding upon the feature
and how it is incorporated in the game. For example Quake incorporates
Competition by pitting teams of players against each other.
Dynamics models work to create aesthetic experiences,
for example challenge is made through things such as opponent play, where as
fellowship can be encourage through things such as sharing information. Through
these models we can create and identify feedback systems within gameplay to
determine how particular states or changes affect the gameplay overall.
Mechanics
Various
actions, behaviours and control mechanisms afforded to players within a game
context. These can be things such as shuffling, betting, weapons, spawns etc.
Adjusting
the mechanics of a game helps us fine tune a games overall dynamic. For example
allowing a player who has been killed 3 times in a row to see their opponent
through a wall might help to keep the losing player immersed and having fun, if
the person knows that inevitably they have no chance and will lose, the dynamic
fails, and players lose interest.
This
involves tuning, tuning are the steps we take to slowly iterate new mechanics
and change the overall gameplay, it’s important to record changes one at a time
and make sure they have a beneficial effect upon the overall experience. In
short the whole process is about prioritising the core feature on the first pass,
and then as you go through each pass afterwards you should be adding more
features to add depth to the game. The areas of choice could range between
gameplay, story etc.
In an
overall conclusion; MDA supports formal iteration approaches to design and
tuning, in allows up to reason logically about design goals and to review and
analyse the impacts of different features and aspects of the framework and
implementations. Using the three levels of abstraction we can conceptualize the
dynamic behaviour of game systems, understanding the game in dynamic systems
form helps us develop techniques for iterative design and improvement over
time. This in turn gives us control over the outcomes and allows us to tune the
product to achieve desired behaviour. This also allows us to make informed
decisions about gameplay impact upon the end users experience and we are then
able to decompose these experiences effectively and use them tio fuel new
designs, methods, research and criticism.
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