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MDA FrameworkMechanics - Dynamics - Aesthetics

Lecture

This lecture focuses on the MDA framework

● A solid basis for reasoning about games● Most other lectures are connected to this● Important in assignment 2 and 3

Mechanics, Dynamics, Aesthetics

MDA Overview

AestheticsAesthetics - MDA framework - MDA in game design - Assignment 2

MDA Framework

The MDA framework defines 8 aestheticsBy Robin Hunicke, Marc LeBlanc, Robert Zubek (2004)

A type of fun is called an aesthetic - Has nothing to do with nice visuals

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

MDA Framework

The aesthetics are not strictly defined- They are categories to think with

Let’s investigate the first four

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

1. Sensation

Game as sense-pleasure

Explosions!(pleasure for your visual sense)

2. Fantasy

Game as make-believe

An FPS would be very different with abstract visuals

3. Narrative

Game as drama

dramatic unfolding of a plot

4. Challenge

Game as obstacle course

problem solving

Aesthetics

Which distinct types of sense-pleasure can games bring?

Which popular types of make-believe are present in games?

What dramatic experiences do you know from games?

What types of challenge are present in games?

For each question write down 3 types

And an example game for each type

1. Sensation - Sense-pleasure

1. Sensation - Sense-pleasure

Visuals Audio

Body movementTouch

Aesthetics

Which distinct types of sense-pleasure can games bring?

Which popular types of make-believe are present in games?

What dramatic experiences do you know from games?

What types of challenge are present in games?

For each question write down 3 types

And an example game for each type

2. Fantasy - Make-believe

Aesthetics

Which distinct types of sense-pleasure can games bring?

Which popular types of make-believe are present in games?

What dramatic experiences do you know from games?

What types of challenge are present in games?

For each question write down 3 types

And an example game for each type

3. Narrative - Drama

Choice

Linear, explicit Implicit

Player generated

Aesthetics

Which distinct types of sense-pleasure can games bring?

Which popular types of make-believe are present in games?

What dramatic experiences do you know from games?

What types of challenge are present in games?

For each question write down 3 types

And an example game for each type

4. Challenge - Obstacle course

Generally problem solving

Many types of challenges

Challenge ≠ difficulty

MDA Framework

The aesthetics are not strictly defined

- They are categories to think with

Let’s investigate the last four

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

5. Fellowship

Game as social framework

Interaction with others

6. Discovery

Game as uncharted territory

“What happens when I put this on fire?”

7. Expression

Game as self-expression

Finding an original solution you think is interesting

8. Submission

Game as pastime

Mining in Minecraft

Aesthetics

In which ways can games facilitate fellowship?

Which types of discovery can games bring?

In which ways can games stimulate expression?

In which ways can games be relaxing?

For each question write down 3 types

And an example game for each type

5. Fellowship - social framework

Cooperation

Clans / Community Helping out

Inviting friends

Aesthetics

In which ways can games facilitate fellowship?

Which types of discovery can games bring?

In which ways can games stimulate expression?

In which ways can games be relaxing?

For each question write down 3 types

And an example game for each type

6. Discovery - Uncharted territory

New game mechanics

New surprising areas Secrets and Easter eggs

Emergent behavior

Aesthetics

In which ways can games facilitate fellowship?

Which types of discovery can games bring?

In which ways can games stimulate expression?

In which ways can games be relaxing?

For each question write down 3 types

And an example game for each type

7. Expression

Creation Being original

Customization

Aesthetics

In which ways can games facilitate fellowship?

Which types of discovery can games bring?

In which ways can games stimulate expression?

In which ways can games be relaxing?

For each question write down 3 types

And an example game for each type

8. Submission - Pastime - Abnegation

Grinding

Zone out

Repeating the same action

Performing easy tasks

Aesthetics

Most games offer a combination of aesthetics

● Some aesthetics have more focus than others

Some aesthetics can be seen in nearly any game

● For example discovery, sensation, and challenge● This does not mean that they are important in the game

The perception of an aesthetic depends on the player

● Some players are only interested in some aesthetics

Aesthetics

The list of aesthetics is not necessarily complete

● Think of more aesthetics which don’t fall in the existing categories

Aesthetics

Let’s compare to the Bartle taxonomy

1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship6. Discovery7. Expression8. Submission

Aesthetics

Let’s compare to the Bartle taxonomy

1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship6. Discovery7. Expression8. Submission

Aesthetics

The list of aesthetics is not necessarily complete

● Competition○ Superiority over others (killers in Bartle taxonomy)

Aesthetics

The list of aesthetics is not necessarily complete

● Collection○ Gathering and completing a collection (achievers in

Bartle taxonomy)

Aesthetics

The list of aesthetics is not necessarily complete

● Collection○ Gathering and completing a collection (achievers in

Bartle taxonomy)

MDA frameworkAesthetics - MDA framework - MDA in game design - Assignment 2

Abstraction

Aesthetics are very abstract

● We have explored various types for each aesthetic, making it a bit more concrete

We want to create an experience

● Requires a very concrete plan● This is a major challenge for

the game designer

Aesthetics

Abstract

Concrete

Implementable game elements

What is here?

MDA Framework

The MDA framework states:

The concrete elements of a game form the behavior of the game which produces the experience

These stages have names in the MDA Framework:Confusing: “mechanics” are not just about rules.

Elements (e.g., rules, images)

Behavior (e.g., system, meaning)

Experience

Mechanics Dynamics Aesthetics

MDA Framework

Mechanics, dynamics, and aesthetics are at various abstraction levels

● This makes it easier to bridge the gap● But there are still gaps…

The exact abstraction level of dynamics is not clear

Aesthetics

Abstract

Concrete

Mechanics

Dynamics

Dynamics

Dynamics

Perspectives

Describes perspectives of players and developers

Opposite perspectives

● In contrast to what you initially might think

Designer perspective

Players and developers have opposing perspectives

● The player experiences the aesthetics, which are caused by the dynamics, which arise from the mechanics

● The developer creates mechanics to form dynamics which result in aesthetics

Designer perspective

Useful way of thinking for designers

● Mechanics are not the goal● The aesthetics are created indirectly through mechanics and

dynamics● The designer should keep focus on the experience

MDA

Multiple mechanics can create a dynamic

Multiple dynamics can create an aesthetic

Let’s see some examples

Abstract

Concrete

D

MM

M

M

M

M

M

DD

A

Examples

Countdown timer

Modifiable 3D grid

Playable firefighter model

Healer class

Time pressure

Building

Being a firefighter

Assisting other players

Challenge

Expression

Fantasy

Fellowship

Mechanics Dynamics Aesthetics

Exercise

Write down mechanics-dynamics-aesthetic combinations for all 8 aesthetics

● Think of a game with one of the aesthetics● Extract and write down a mechanic-dynamic couple

generating the aesthetic

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

Gameplay

Where can we put “gameplay” inthis structure?

● It is closely related to the dynamics group

Where can we put the vision statement?

● Somewhere between the aesthetics and dynamics

Aesthetics

Abstract

Concrete

Implementable game elements

Dynamics

Gameplay

Where can we put “gameplay” inthis structure?

● It is closely related to the dynamics group

Where can we put the vision statement?

● Somewhere between the aesthetics and dynamics

Aesthetics

Abstract

Concrete

Implementable game elements

Dynamicsgameplay

Gameplay

Where can we put “gameplay” inthis structure?

● It is closely related to the dynamics group

Where can we put the vision statement?

● Somewhere between the aesthetics and dynamics

Aesthetics

Abstract

Concrete

Implementable game elements

Dynamicsgameplay

vision

MDA in game designAesthetics - MDA framework - MDA in game design - Assignment 2

Using MDA in design

MDA can help enhance the game experience

● Focus your design on the vision / aesthetic you want to achieve

Game design exercise

Game design exercise

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

Game design exercise

Modify a generic platformer

Design 8 variants, each focusing on 1 aesthetic

Also list the mechanics and dynamics which achieve the focus

1. Sensation2. Fantasy3. Narrative4. Challenge

5. Fellowship6. Discovery7. Expression8. Submission

Assignment 2Aesthetics - MDA framework - MDA in game design - Assignment 2

Assignment 2

Practicum 2.1● Define the vision statement and analyze it● Create initial design decisions

○ Making it much more concrete

● Deadline this Sunday (5th) at 23:59

Aesthetics

Abstract

Concrete

Mechanics

Dynamics

vision

Assignment 2

Practicum 2.3

● Design and develop the prototype○ Focus on achieving the experience from the vision

● Make more design decisions○ Describing how the experience should

be achieved concretely● Keep your ideas easy to implement

Assignment 2

Wait, did you just skip practicum 2.2?!

Todo

Read the assignment 2 document

● Start on P2.1 – vision and design● Prepare P2.2 – make a planning

During the practicum session

● Meet with your TA● Work on P2.1 – vision and design● Work on P2.2 – make a planning● (Start on P2.3 – design and create the prototype; time is limited)