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Mechanics, Dynamics, & Aesthetics Game Design
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Framework 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 (ever-changing) Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system
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MDA Process
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MDA Framework
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How MDA works We must think about the player and the designer perspective We must look at the behavior of a game and not just its media
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Aesthetics - What makes a game “fun”? 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
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How can you categorize the following games? Charades Quake The Sims Final Fantasy
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Dynamic Models Dynamics work to create aesthetic experiences (i.e.: challenge is create by things like time pressure and opponent play Expression comes from dynamics that encourage individual users to leave their mark Designing feedback systems that determine how particular states or changes effect the overall state of gameplay
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Mechanics The actions, behaviors and control mechanisms afforded to the player within the game context Example: card games include shuffling, trick-taking and betting Mechanics of shooters include weapons, ammunition and spawn points Adjusting the mechanics of a game helps us fine-tune the game’s overall dynamics
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Application Using a Monopoly game, play one round together in a group of four. Describe the Mechanics, Dynamics, and Aesthetics of the game as it is After a couple of rounds, determine how you can make the game better using the MDA method
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Resources http://www.cs.northwestern.edu/~hunicke/MDA.pdf
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