The first reading for week 4, thought me about "The MDA Framework". This framework breaks down games into three parts, "Mechanics", "Dynamics", and "Aesthetics".
Mechanics of a game are essentially a game's rules. eg. what actions can the players take.
Dynamics emerge from mechanics. It describes how the game plays when its rules are implemented. eg. what strategies emerge from the rules.
When referring to "The MDA Framework", aesthetics are the experience of the game. eg. what emotional responses does the game evoke in the player.
I like "The MDA Framework" because it really helps with analyzing games. I think this framework will come in useful to break down my own game.
Aesthetics can also be broken down into eight different parts or 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 a social framework
6) Discovery - Game as uncharted territory
7) Expression - Game as self-discovery
8) Submission - Game as pastime
The article also thought me about aesthetic models. An aesthetic model helps to describe the gameplay mechanics and dynamics. It also states the criteria for success and failure. "Formal", "Abstract", and "Proven" are all properties of a good model.
The second reading included a power-point presentation along with videos about intentionality. A highly intentional play enables the player to become a creative participant in the game. The videos showed me perfect examples of a player devising their own plan. The example I found most interesting, was in the "Half-Life 2" gameplay video. The player picked up an object and used it as a shield against oncoming bullets to protect himself.
I found the article and videos inspiring because it got me thinking about how games can become far more diverse if the player can approach things with their own intent. eg. shoot the enemy or sneak past.
Mechanics of a game are essentially a game's rules. eg. what actions can the players take.
Dynamics emerge from mechanics. It describes how the game plays when its rules are implemented. eg. what strategies emerge from the rules.
When referring to "The MDA Framework", aesthetics are the experience of the game. eg. what emotional responses does the game evoke in the player.
I like "The MDA Framework" because it really helps with analyzing games. I think this framework will come in useful to break down my own game.
Aesthetics can also be broken down into eight different parts or 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 a social framework
6) Discovery - Game as uncharted territory
7) Expression - Game as self-discovery
8) Submission - Game as pastime
The article also thought me about aesthetic models. An aesthetic model helps to describe the gameplay mechanics and dynamics. It also states the criteria for success and failure. "Formal", "Abstract", and "Proven" are all properties of a good model.
The second reading included a power-point presentation along with videos about intentionality. A highly intentional play enables the player to become a creative participant in the game. The videos showed me perfect examples of a player devising their own plan. The example I found most interesting, was in the "Half-Life 2" gameplay video. The player picked up an object and used it as a shield against oncoming bullets to protect himself.
I found the article and videos inspiring because it got me thinking about how games can become far more diverse if the player can approach things with their own intent. eg. shoot the enemy or sneak past.
MDA Framework
(Link to Image)
Links
Designing to Promote Intentional Play by Clint Hocking
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