Games MDA

The first paper is "MDA: A Formal Approach to Game Design and Game Research", the authors start by telling the reader what Mechanics, Dynamics, and Aesthetics or MDA is describing it as the "bridge" between game design and game development. They then go on to talk about what each ward in the acronym means Mechanic is about the particular components of the game, Dynamics is about the run time behavior of the mechanics acting on the players inputs and each others output over time  and Aesthetics is about the emotional response evoked in the player. It then describe the different stages of of AI complexity with first pass being the most simple and is mostly used for prototypes and games for 3 to 7 year old's, next is second pass which is slightly more complex and usually has game with a plot and different levels to it and is used for games for 7 to 12 year old's and finally there is third pass games is the most complex include games like thief and splinter cell and inculcades a wider range of macanics such as RPGs and skill trees.


the second paper is "Design, Dynamic & Experience (DDE) for Game Design" is a critic of the MDA framwork and gives an alternative in the form of DDE which stands for  Design, Dynamics and Experience. Mechanics is replaced by Design as it fits the better with what is in the mechanic section of MDA as everything in it is done by designers it also inculcates blueprints and interface. Then there is Dynamic which is the only aspect that is not different from MDA it is described this way if design is coming up with the parts then dynamic is figuring out how to make all the parts work together. Finally we have Experience which replaces Aesthetics which are simaler to each other but Experience includes Player-Subject which is based on the theory that it is not really us who play games, but a persona: a character existing solely in the mind doing things in the game we would never do in real life. Experience is also more then just the emotional reprocess but also the journey the games story takes you on hence why it is called Experience. To summaries DDE is meant to be a more developed and deeper version of MDA.


The finale piece of reading was actually a video "Explaining the MDA Design Framework | Video Game Design" which talked about MDA any of which I had all ready learned from the other papers. It begins by telling how many game designers are inspired by other games and how they take aspects that work from one game and try to add it to there own. They then go on to talk about MDA, Mechanic being the different rules in a game like walking or jumping and gravity, then Dynamics which is putting all the different parts of Mechanic together and make them work with each other. Finally Aesthetics is the emotions that the game such as how a horror game might cause the player to feel fear.

(screen shot of the video link to hear)

Comments

Popular posts from this blog

First playable

INTRODUCTIONS

Alpha