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Analysis of Digital Games Game Design Workshop GDC 2003
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Analysis of Digital Games Take a digital game and pick it apart, figure out how it works
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The MDA Framework MechanicsAestheticsDynamics
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Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun
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Eight Kinds of "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. Masochism Game as submission
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Different Games Have Different Aesthetics Charades: Cooperation, Expression, Challenge Quake: Challenge, Sensation, Competition, Fantasy Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. Again, there is no Game Unified Theory.
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Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun Dynamics: The run-time behavior of the game-as-system.
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Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun Dynamics: The run-time behavior of the game-as-system. Mechanics: The rules and abstractions that formally specify the game-as-system.
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Aesthetics Dynamics Mechanics Recap: The MDA Framework
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Aesthetic Analysis Take a digital game and pick it apart
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Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun”
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Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun” Talk about the dynamics that create these effects
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Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun” Talk about the dynamics that create these effects Talk about the mechanics these dynamics emerge from
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Example: Tetris Part 1: Generate a list of “goals” that describe the “fun” of our game.
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Example: Tetris Part 1: Generate a list of “goals” that describe the “fun” of our game. Challenging Dramatic Transient “Tidiness”
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Example: Tetris Part 1: Generate a list of Aesthetic Goals that describe the “fun” of this game. Articulate a good, formal definition for each one
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Example: Tetris Part 2: For each of these aesthetic effects:
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Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect?
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Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics?
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Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics? I.e., why does the game feel this way?
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Group Exercise Break into groups, and take a few minutes to pick a game to analyze. Here are some suggestions: Dance Dance Revolution EverQuest Age of Empires FreeCell The Sims Tony Hawk Mario 64 Quake 3 Parappa the Rapper Tekken 4
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Group Exercise Part 1: Generate a list of Aesthetics that describe the “fun” of your chosen game. Give good, formal definitions Are there particular aesthetic flaws in the game?
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Group Exercise Part 2: For 1 or 2 of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics?
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Group Exercise Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics? I.e., why does the game feel this way?
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Share Results
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Observations?
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How was thinking about digital games different? Harder?
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Coffee Time
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