Wednesday, October 16, 2019

Games GDD

Image from Flickr

Games are very different to books or television shows because the consumption of games is unpredictable in comparison to the consumption of books and television shows. MDA breaks down this consumption of games into their components, rules, system and "fun" and their counterparts, mechanics, dynamics and aesthetics. This article explains that designers and the players both have a different views on these components and it is important when designing a game to take in both perspectives.

Aesthetics is all about what makes a game "fun". When describing a game it's best not to use that word and instead use more directed vocabulary. Sensation, fantasy, narrative, challenge, fellowship, discovery, expression and submission are several words that can be used to describe a game. For example The Sims would be described using the words, discovery, fantasy, expression and narrative.
This vocabulary helps to define models for gameplay which help describe gameplay dynamic and mechanics.

Dynamics work to create aesthetic experiences, an example of this is challenge which is created by things like time pressure and opponent play. Using monopoly as an example we can make our discussion of dynamics as concrete as possible. In monopoly as the leaders become more wealthy it has more negative effects on the other players. As this continues the dramatic tension and agency disappear and the players who are not in the lead lose interest. Using aesthetics and dynamics we can come up with ways to keep these players interested, maybe rewarding the players that are behind or giving the player in the lead more obstacles.

Mechanics are the actions, behaviours and control mechanisms that players have in the game. This combined with the  games content, the mechanics support overall gameplay dynamics. Adjusting those mechanics can help to fine tune a games overall dynamics. Lets use our monopoly example again. Applying changes such as bonuses for poorer players or penalties for richer players could keep the players behind the leader interested for longer.

Moving between these three parts of MDA helps us to develop techniques for iterative design and improvement and help to control undesired outcomes.

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