Games MDA
links to items of interest
Mechanics-Dynamics-Aesthetics
Sensation (Sensory Pleasure): The player is treated to remarkable audio-visual effects.
Fantasy (as a make-believe game): A fantastical realm.
Narrative (Game as Drama): A fantastic narrative that entices the player to return.
The desire to master something (in the form of a game as an obstacle course). Increases the replay-ability of a game.
Fellowship (as a social structure in a game): A community in which the player takes an active role. It's almost entirely reserved for multiplayer games.
Urge to explore the game world (game as unexplored terrain).
Own creativity (as a game of self-discovery). For instance, generating a character that resembles the player's avatar.
second article=
Mechanics-Dynamics-Aesthetics (MDA)
good rule from a bad one , relationship between the game rules and the player experience.
MDA framework and presents the Design, Dynamics & Experience (DDE) for Game design.
what I learned through the article I was reading the
Mechanics: The mechanics section
of the game discusses the "invisible" aspects of the game. The
mechanics are the algorithms and data structures that specify the rules and
interactions.
The dynamics are the aspects of the mechanics that the
player can perceive. It describes what happens when a player clicks a button or
delivers an input to the game in general.
Aesthetics: When a player interacts with a game system, the
aesthetics specifies the desired emotional responses elicited in the player.
- Sensation: The game as a pleasurable experience
- Fantasy is a make-believe game.
- Narrative: A game that is both a drama
- Game as an obstacle course is a challenge.
- Fellowship: The Game as a Social Structure
- Uncharted territory: The game as a discovery
- Game as a means of self-discovery
- Submission: Game as a recreational activity
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