MDA Monopoly killer Dungeons and Dragons Paper Chase

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Presentation transcript:

MDA Monopoly killer Dungeons and Dragons Paper Chase Readings 03 MDA Monopoly killer Dungeons and Dragons Paper Chase

Mechanics Dynamics Aesthetics a formal approach to understanding games Mechanics describes the particular components of the game, at the level of data representation and algorithms. Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others’ outputs over time. Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.

MDA Aesthetics 1. Sensation - Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as drama 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as self-discovery 8. Submission - Game as pastime

MDA Dynamics create aesthetic experiences Challenge is created by things like time pressure and opponent play. Fellowship can be encouraged by sharing information Expression comes from dynamics that encourage individual users to leave their mark Dramatic tension comes from dynamics that encourage a rising tension, a release, and a denouement

MDA Mechanics the various actions, behaviors and control mechanisms Adjusting the mechanics of a game helps us fine-tune the game’s overall dynamics Tuning - our aesthetic vocabulary and models help us articulate design goals, discuss game flaws, and measure our progress as we tune

Monopoly killer Slow boil (4 years) Play testing / refining board games don't have to be either predictable fluff aimed at kids or competitive, hyper-intellectual pastimes for eggheads Mechanics varied game board Dynamics: trade, balance

Dungeons and Dragons As a Designer You don't need high-level technology to make an "immersive" game. For human/psychological games players enjoy the journey, not the destination. Some people like to be told stories; others like to make their own. The objective is to make the players think their characters are going to die, not to kill them. We all like to improve User-generated content enriches a game immensely

Dungeons and Dragons As a Player It's more fun with more than one person. Cooperation is required for survival Think before you leap. Get organized! Don't run headlong where you've never been. Keep track of the stuff you've got; otherwise you may forget something that could save your butt. Always have a viable "Plan B". Always have a way out. Don't depend on luck.

Paper Chase change is a necessary part of game design the earlier the changes are made in the design process, the easier and cheaper they are to make A paper prototype costs “effectively nothing,” it can shave off the final cost of the project Paper prototypes also help expose the eventual game's core mechanics in a way that everyone can understand

Paper Chase Understanding the rules of the game can be the difference between finding problems and imbalances rather than by randomly poking around whether the game is balanced, whether it makes sense to those playing, and whether it's fun Interface design. Don't make it too hard to follow what's going on during a digital game, or too cumbersome to do what the player wants to do. Fun might be dependent on the medium Complexity is a killer

Paper Chase testing Know your market. Don't put a hardcore wargame in front of casual roleplayers, for example. Take careful notes about what happens. Don't get emotionally attached to the mechanics. Designers, swallow your pride. Don't be afraid to make changes, especially on the fly. Don't argue with your testers. Have goals, that is, what the team wants to accomplish, in mind for each phase of testing. Listen for “first-person” comments such as “I think” or “I like,” and pay special attention to those who say “I'm confused.” Testers that make categorical statements about what third parties might think (i.e., “someone might be confused by this”) are less useful.