Thursday, March 14, 2013

MDA

All artifacts have a design methodology. iterative quantitative and qualitative analysis help designers by allowing them to analyses the end result and implementation by doing so they can consider a wide range of interdependencies and possibilities.

This is more important in game design where the interations between code creates dynamic complex and unpredictable behavior. These must be considered carefully and they must recognise them before rawing conclusions about the nature of the experience generated.

'MDA is a formal approach to
understanding games – one which attempts to bridge the
gap between game design and development, game
criticism, and technical game research.
'

Game design covers alot of fields and designers will have to at some point consider each of them. AI is no exception. seemingly inconsequential decisions will trickle upward shaping the gameplay and all design goals must bottom out in the AI code so design and AI are linked. coherence comes when all coflicting constraints are ironed out. MDA is a proposed solution to this.

Designers create and players consume games like all consumable goods. The difference in games is that the consumption is relativity unpredictable.

The MDA formulises the consumption into :

Rules ----> System ----> 'Fun'

in terms of design

Mechanics ----> Dynamics ----> Aesthetics

Mechanics: components of the game.

Dynamics: 'describes the run-time behavior of the
mechanics'

Aesthetics: Desired emotional emotional response to the game.

Each component can be seen as a lens. To the designer  mechanics give rise to dynamics which give rise to aesthetics but from the perspective of the player aesthetics set the tone which come from dynamics which are created by mechanics.

Aesthetics:

When talking about game we are limited by our vocabulary. So we move towards less ambiguous vocabulary. this includes

'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'

examples:

'Charades: Fellowship, Expression, Challenge.

Quake: Challenge, Sensation, Competition, Fantasy.

The Sims: Discovery, Fantasy, Expression, Narrative.

Final Fantasy: Fantasy, Narrative, Expression,
Discovery, Challenge, Submission'

Aesthetic Models:

Using aesthetic vocabulary a model can be created which help describe gameplay mechanics and dynamics. we can

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