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Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009
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The MDA Framework Mechanics Dynamics Aesthetics
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Overview Where did MDA come from?Where did MDA come from? What is it good for?What is it good for?
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My Background: Computer Science Rules Input Output State Look! A state machine!
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My Background: Computer Science =
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Game Design is Programming. =
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Let’s Party Like it’s 10 Years Ago… My 1999 GDC Lecture: Consider a Racing Game.Consider a Racing Game. Suppose we give the winning player an arbitrary penalty to top speed.Suppose we give the winning player an arbitrary penalty to top speed.
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That’s a Feedback Loop! State Measure DecideAct
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An Ideal Thermostat Room Too Cold Too Hot Thermometer Controller Cooler Heater …Like a Thermostat
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Two Kinds of Feedback Systems: Negative: We give the winning player a penalty to top speed.Negative: We give the winning player a penalty to top speed. Positive: We give the losing player an arbitrary penalty to top speed.Positive: We give the losing player an arbitrary penalty to top speed. Stabilizing force vs. Snowball EffectStabilizing force vs. Snowball Effect
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Part II of 1999 Lecture: Drama: Conflict creates dramatic tension.Conflict creates dramatic tension. Tension builds towards a climax.Tension builds towards a climax.
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Tension is a Function of Uncertainty A game is as tense as it is close.A game is as tense as it is close.
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So These Are Related! Room Feedback systems can govern closeness, and thus tension.Feedback systems can govern closeness, and thus tension.
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Dynamic
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Aesthetic
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What I Said: Feedback systems are a useful tool for creating drama in a competive environment.Feedback systems are a useful tool for creating drama in a competive environment.
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What They Heard: Your game sucks if it doesn’t have a feedback system.Your game sucks if it doesn’t have a feedback system.
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The Problem of Applicability Not all tools are hammers.Not all tools are hammers. Not all problems are nails.Not all problems are nails. We need a language for describing problems.We need a language for describing problems. Solutions are not value statements.Solutions are not value statements.
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Eight Kinds of “Fun” SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge FellowshipFellowship DiscoveryDiscovery ExpressionExpression SubmissionSubmission
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Clarifying Our Goals An aesthetic vocabularly helps us describe the design problems we want to solve.An aesthetic vocabularly helps us describe the design problems we want to solve. We need more than a one-word description of our goals.We need more than a one-word description of our goals.
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Some examples… Formulating an “Aesthetic Model” For each aesthetic goal: Write a formal definitionWrite a formal definition List criteria for successList criteria for success List modes of failureList modes of failure Serves as an “aesthetic compass”Serves as an “aesthetic compass” These are often reusableThese are often reusable
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Goal: Competition Definition: A game is competitive if players are emotionally invested in defeating each other.Definition: A game is competitive if players are emotionally invested in defeating each other. Success:Success: Players are adversaries. Players want to win. Failure:Failure: A player feels that he can’t win. A player can’t measure his progress.
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Goal: Pirate Fantasy Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
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Success:Success: Empowerment Independence Greed Treachery Prey upon Weak Goal: Pirate Fantasy Failure:Failure: Vulnerability Compassion Generosity
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Goal: Drama Definition: A game is dramatic if: Its central conflict creates dramatic tension.Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.The dramatic tension builds towards a climax.
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Goal: Drama Success:Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax Failure:Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves.
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Aesthetic Models are an Important Tool It’s hard to solve problems we can’t describe.It’s hard to solve problems we can’t describe. Especially in a large group.Especially in a large group.
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RoomDynamics
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The Idea of Dynamics Behavior is separate from rules.Behavior is separate from rules. The same behavior can emerge from many different rules.The same behavior can emerge from many different rules. We can create Dynamic ModelsWe can create Dynamic Models
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Dynamic Models Help Us: Explain the behavior we observe.Explain the behavior we observe. Predict behavior before it happens.Predict behavior before it happens.
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Room Feedback System is One Example
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Chance in 36 Die roll Example: Random Variable This is a model of 2d6:This is a model of 2d6:
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Example: Operant Conditioning The player is part of the system, too!The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.Psychology gives us models to explain and predict the player’s behavior.
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Chance in 36 Die roll Example: Random Variable This is a model of 2d6:This is a model of 2d6:
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Some examples… Models of Game Dynamics No Grand Unified TheoryNo Grand Unified Theory Instead, a collection of many Dynamic Models.Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature.Dynamics models are analytical in nature.
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Mechanics CardsCards Shuffling, Trick-Taking, Bidding ShootersShooters Ammunition, Spawn Points GolfGolf Sand Traps, Water Hazards
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Mechanics vs. Dynamics There’s a grey areaThere’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter. Dynamics and Mechanics are different views of games.Dynamics and Mechanics are different views of games. Dynamics emerge from Mechanics.Dynamics emerge from Mechanics.
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The Point: In some sense, it isn’t about this:In some sense, it isn’t about this: Mechanics Dynamics Aesthetics
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The Point: It’s about this:It’s about this:
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The Point: This is where game design happens.This is where game design happens.
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Questions? Comments?
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Whack-a-Mole
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Pop-a-Baby
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Google Fight
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