Games MDA

After having read them all my opinions and thoughts on them are as follows,
Game development is based around fun but fun can mean many things so we need to narrow it down more, there are 3 different views in games know as the MDA framework,
Mechanics, which is the rules and how a game operatives, how that game is set up, what you do in the game and how it is effected the state of the game it's self, and how to finish each level and the game it's self.
Dynamics, based on the rules of the game how the game and players interact with other players.
Aesthetics, the players experience of the game and if they find it "fun".
all 3 are linked in some way,
in each game we try to use many models and not just one big one so players don't feel like they are in a loop or not progressing.
games can't just be defined as fun, there is many levels of fun, sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission.
this way we can break away from the fun word and go more deep into games, like for instance final fantasy has fantasy, narrative expression, discovery, challenge, masochism, where as quake would have challenge, sensation, competition and fantasy but both games are "fun".
in order to break away from fun we need a goal, a good model to invest players competitively and emotionally to win or defeat each other.
the game can be a success if players want to win even vs each other.
failure is when a player feels they can't win or progress in the game.
you also need to have good drama in the game so players get invested and care more about the game, never underestimate the power of a good story :)
giving the games random things also helps like having a 2d6 die rolling with a chance of 36 outcomes
we also need a good feedback system so we can learn from players, the diagram explains it best.

just an example of a good feedback system

good feedback models come mostly from our own experiences and analysis of past games, 
some game models are similar like in most shooters for instance, like ammo and spawn points, but also the crosshair and how you aim.
putting timed events into games can also create panic and increase your will and motivation to want to beat it.



Liars Dice the game i played

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