Monday, 5 November 2012

Notes on: Mechanics Dynamics and Aesthetics


Mechanics, Dynamics and Aesthetics (MDAs) are used to "bridge the gap between game design and development, game criticism, and technical game research."


"Mechanics describes the particular components of the
game, at the level of data representation and algorithms.

Dynamics describes the run-time behavior of the
mechanics acting on player inputs and each other's
outputs over time.

Aesthetics describes the desirable emotional responses
evoked in the player, when she interacts with the game
system. "

"From the designer's perspective, the mechanics give rise to
dynamic system behavior, which in turn leads to particular
aesthetic experiences. From the player's perspective,
aesthetics set the tone, which is born out in observable
dynamics and eventually, operable mechanics.  "


Taxonomy: using vocabulary to describe in detail.

The following is an example of taxonomy for aesthetics:


Sensation -  sense-pleasure
Fantasy -  make-believe
Narrative - drama
Challenge - obstacle course
Fellowship - social framework
Discovery - uncharted territory
Expression - self-discovery (leaving a mark on the game)
Submission - pastime
Competition - comparing skill

A designer must use specific dynamics to achieve the intended aesthetics;

- pressure and opponent play are examples of dynamics that can be used to create a challenging aesthetic.

Dynamic models: models which show the flow of game play, leading to how the game is won.

Mechanics are the rules, which allow certain player dynamics using those rules, to create the intended aesthetic feel for players.

A good example to explain mechanics and dynamics is a game of poker, where the mechanic of having cards which your opponent cannot see, allows the dynamics of bluffing about your hand (since knowing the cards you hold gives you a guess on your odds of win). If there was no mechanic to have cards hidden from your opponent, then bluffing wouldn't be a possible dynamic.


Conclusion

Basically, what I understand after reading this article is that, the game is created by building the mechanics, and is enjoyed by appreciating the aesthetics. To know how and which mechanics to build, we must first know the aesthetics we want to achieve, which in turn suggests the dynamics required and then mechanics are built with those dynamics in mind.

(Though the article starts a bit too complicated) I found it interesting as it explains how a game can be seen from both the player's and the creator's point of view. It is nice to have a solid "system" that shows a flow from how the game is built, towards to what it is intended to achieve.

I am starting to believe that when designing a game, the first thing a designer needs to consider is the aesthetics he or she wants to achieve, as that is what the players experience from their game.


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