MDA: Why?
Post mortems are 20/20……but understanding is fuzzy!Formal Abstract Design Tools, et al
Make better games Save time and money Scaffold for research, study and production
MDA: What?
Game Tuning Workshop GDC 2001-2006 Teach via exercises Experienced Faculty
Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc.
MDA: Who?
Audience Academic
Ludology, Narratology, Game Studies Development
Design, Programing, Art Marketing, Production and Biz!
Blends Computer Science Art/Technology
MDA: Biased!
Artifact-centered approach Games produce behavior, not media
Building is understanding Until you apply these concepts,
it’s hard to really “grok” them.
Designer-Player Relationship
Unpredictable How will it be consumed? What happens during consumption? How can we formalize this?
Definitions
Mechanics Components of a game at the level of data
representation and algorithms
Mechanics Dynamics Aesthetics
Definitions
Dynamics Run-time behavior of the mechanics as they
operate upon user input, and the outputs of other mechanics, over time.
Mechanics Dynamics Aesthetics
Definitions
Aesthetics Desirable emotional responses evoked in the
player, when she interacts with the game.
Mechanics Dynamics Aesthetics
Aesthetics
8 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. Submission
Game as pastime
Aesthetics
Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The SimsFinal Fantasy
Aesthetics
Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The Sims: Discovery, Fantasy, Expression, Narrative
Final Fantasy
Aesthetics
Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The Sims: Discovery, Fantasy, Expression, Narrative
Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Aesthetics
No “Grand Unified Theory” of funConcrete vocabulary helps us:
Break games into constituent elements Pinpoint features that aid aesthetic goals Taxonomize games beyond “genre”
Aesthetic Models
What games do: well or poorly Charades and Quake: Competition Requires emotional investment
Perceivable winning condition Achievable winning condition
Models in Action
Models guide us like a compass Does this aesthetic work for target players? Are we missing something? How can we modify our design?
Quake + fellowship = Counter Strike
Dynamics
Dynamics create Aesthetics Challenge
Time pressure Opponent play
Fellowship Shared information (teams) Group-sized goals (capture a base)
Dynamics
Dynamics create Aesthetics Expression
Building, buying, and designing Personalizing or customizing
Dramatic Tension Rising tension, release, denouement Characters in conflict, alliances and betrayals
Models in Action
Fix the boring endgame? Reward players who are behind Impede players who are ahead Less “realistic” perhaps, but…
Winners feel challenge Losers have hope Tension arc is longer & more fulfilling
Mechanics
Mechanics support Dynamics Cards:
Trick taking, betting… …bluffing, shooting the moon
Shooters: Weapons, ammo, spawn points… … camping or sniping
Mechanics of Monopoly
Dice and BoardOwn/Collect LandSpecials (Go, jail, railroads, etc) Draw CardsBuild stuffNegotiate (optional)
Mechanics of Monopoly
Increased Dramatic Tension Smaller board, more rolls, larger dice Constant rate tax or increased payouts Randomly distributed properties
Mechanics of Monopoly
Achievable Winning Conditions Subsidies for the poor Taxes for the rich
Calculate @ Go or when exercising a monopoly
Tuning
Use models to guide our thinking Proposed die/board changes
Length of turns? Length of games? Odds for acquisitions?
MDA as Lens
Typical designer perspective Mechanics give rise to Dynamics… which support the overall Aesthetic.
Designer
Mechanics Dynamics Aesthetics
MDA as Lens
Typical player perspective Aesthetics set a tone… born out by Mechanics and Dynamics.
Player
Mechanics Dynamics Aesthetics
A New Perspective
When playing Recognize how our actions help create and
support entertainment experiences
Player
Mechanics Dynamics Aesthetics
A New Perspective
When building Use aesthetic goals to drive our overall design
Designer
Mechanics Dynamics Aesthetics
MDA
Put the player on stageAvoid feature-driven designEliminate “clutter” Streamline developmentSupport iterative design
MDA
Put the player on stageAvoid feature-driven designEliminate “clutter” Streamline developmentSupport iterative designAvoid fixing what isn’t broken