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MDA Framework | Research and Analysis
Game Design Introduction
course content

Зміст курсу

Game Design Introduction

Game Design Introduction

1. Introduction to Game Design
2. Research and Analysis
3. Ideation Techniques
4. Prototyping
5. Testing and Evaluation

book
MDA Framework

Mechanics, dynamics, and aesthetics are those which shape up the MDA model: the MDA model is the most prominent model when we are analyzing games and although it can be used to analyze other types of experiences than games, it is made for interactive experiences.

So what do we mean by each of these elements?

Mechanics: We can argue all day about what Mechanics actually are, but in general, this layer represents the basic rules, actions, and systems within a game. Mechanics define what players can do, how they interact with the game world, and the underlying algorithms governing the game's behavior. Examples include movement, combat, scoring, and resource management. Another definition that is also accepted yet less often meant when we talk about mechanics is that mechanics are what the player gives a game as an input; so for example pressing Space to jump is a mechanic, and clicking to shoot the weapon is too. So in short, usually by mechanics, we mean game rules, and sometimes, we are talking about user input.

Dynamics: Dynamics refer to the emergent behaviors and interactions that arise from the mechanics when players engage with them. These are the patterns of play, strategies, and experiences that occur during gameplay. Dynamics encompass the player's choices, challenges, feedback, and the overall flow of the game.

Aesthetics: Aesthetics relate to the emotional responses, experiences, and overall feel evoked by the game. They encompass the sensory and thematic elements, such as visuals, audio, narrative, and theme, which contribute to the player's enjoyment, immersion, and engagement with the game.

OK, example time! Let’s consider tic-tac-toe as the game we want to analyze using this model.

Mechanics: The mechanics of Tic-Tac-Toe are quite simple. Players take turns placing either an "X" or an "O" on a 3x3 grid. The goal is to get three of your symbols in a row, either horizontally, vertically, or diagonally.

Dynamics: Despite its simple mechanics, Tic-Tac-Toe offers emergent dynamics. Players quickly learn strategies to block their opponent while trying to create their own winning lines. As the game progresses, the tension builds as players anticipate their opponent's moves and try to outmaneuver them.

Aesthetics: The aesthetics of Tic-Tac-Toe may include feelings of anticipation, frustration, or satisfaction. While the game lacks complex graphics or storylines, the simplicity of its aesthetics contributes to its accessibility and timeless appeal.

Now, this framework gives you a structure to analyze games, be it a similar product, a game that you love and find inspiring.

Here is the final piece that you need: imagine mechanics, dynamics and aesthetics on a straight line - you as a designer/developer are looking at the game from the mechanics side, and on the other end of the line where aesthetics is, there is the player looking back at you. How a player approaches a game is through aesthetics primarily and secondarily through interaction with the game- dynamics. What they see, hear, and feel is what they have access to from the get-go, and through interaction they learn the rules of the game. For us designers however, the view is from the mechanics side- so we create rules and principles that when the player interacts with the game world in a certain way, that leads to seeing things change, hearing sounds, and eventually feelings being evoked in the players. So the question is, how do we know what leads to what?

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