Components:
RULES ====> SYSTEM ====> "FUN"
Design Counterparts:
MECHANICS ====> DYNAMICS ====> AESTHETICS
Mechanics: The components of a game, at the level of data representation and algorithms.
Examples:
- The number of dice used in a game.
- The starting location of the player.
- How many players are allowed to take part in the game.
- How the players are allowed to move, and the rules they must follow in this movement
Dynamics: The behaviour of the mechanics acting on player inputs, and the inputs of other mechanics over time. In other words, it is what happens when a player interacts with a game, and how the rules of the game interact with each other.
Aesthetics: What the player feels in response to interacting with the a game - the emotional response evoked as a result of the mechanics and dynamics of a game.
Examples:
- Sensation (Sense Pleasure
- Fantasy (Make-believe)
- Narrative (Drama)
- Challenge (Obstacle Course)
- Fellowship (Social Framework)
- Discovery (Exploring uncharted territory)
- Expression (Self-discovery)
- Submission (pastime)
Types of Players:
Achievers: These are players who want to achieve game goals, and whose primary pleasure is challenge
Explorers: These are players whose primary pleasure is discovery
Socialisers: These are players who are interested in relationships with other players, and whose primary pleasure is fellowship.
Killers/Pvpers: These are players who are interested in competition.
Other Aesthetics:
- Anticipation
- Delight in other's misfortune
- Gift giving (Striving to make others happy)
- Humour
- Possibility (Lots of options to chose from)
- Pride in an accomplishment (Pride that can persist after the accomplishment was made)
The designer and the player each have a different perspective of a game. The designer sees the game from the ground up, through the mechanics that make up the core of the game, and the dynamics that are created by these mechanics. The player experiences the game through the emotions that the aesthetics evoke, without necessarily being aware of the mechanics behind the aesthetics. When creating games, it is beneficial to take both perspectives into account. It helps to get a better understanding of how the MDA components can influence and affect each other. It also makes it possible to design games with an experience-driven focus, as opposed to a feature-driven focus.
With non-digital games you can see the mechanics behind the game, but you cannot play without being aware of the rules. With digital games you do not need to necessarily be aware of the mechanics i.e. you can spam buttons and something will happen in the game (you may not do WELL in the game, but the game is still responding to your input).
These are competent notes with a good summary at the end. It can also be beneficial to lock down the understanding of articles such as this by running through a short example of a game you are familiar with to see how the work can be applied. Good work
ReplyDeleteSooooo pinched types of players for my blog :D
ReplyDeletexP
Good read, covered all teh points well Zelleh =]