Games MDA

The MDA Framework is a tool used to analyse games. This framework consists of 3 main components 
  1. Mechanics
  2. Dynamics
  3. Aesthetics 
These three components are essential for every successful game and learning more about them has so many benefits to a beginner. Let's talk a little about what each components is and why it's important!

Mechanics: 

Mechanics are the rules of a game. Every game needs rules to operate and function properly, these mechanics decide what move you can make, what are the consequences and when does the game end. There needs to be constraints on every game so that developers can understand how the game will be played and overall how the game will feel. As this article states, mechanics describes the "hidden" part of the game. 

There are many common game mechanics. For example, Shooters usually involve ammunition and spawn points, Card games involve shuffling and bidding and Golf involves sand pits and water hazards. 

Dynamics: 

This is how the game plays when the rules are set in motion. This is how game designers figure out character interaction and strategies that may emerge from the rules that were set. They are the behavior that arises from game play, when the mechanics are put to use. 

What can we predict about a games behavior before we play it and how do we explain what we observed? This is answered by a collection of Dynamic Models. These are analytical in nature and make you understand how games work. For example, random variables mean there can be many different outcomes like when you roll a dice. Another example would be a feedback system, which monitors and regulates its own state. 

Aesthetics: 

Aesthetics are very important in game design, it's what keeps players interested in your game. It doesn't mean the game is visually pleasing in relation to the MDA Framework. In this case it is simply what makes the game fun, is how it plays interesting, boring, fun or even emotional? These are all massive factors to whether people will keep playing your game or not

This Article challenges that statement of what makes a game "fun". What makes a game fun? How do we know what it looks like? According to the article there are 8 kinds of "Fun". 
  1. Sensation (Game as sense-pleasure)
  2. Fantasy 
  3. Narrative
  4. Challenge
  5. Fellowship
  6. Discovery
  7. Expression
  8. Submission
Some examples of games which include these different types of "fun" are Charades (Expression, Fellowship, Challenge) Quake which includes challenge, Sensation, Competition and Fantasy and lastly Final Fantasy which includes Fantasy, Narrative, Expression, Discovery and Challenge. 

All these different components lead to something very important in game design, Aesthetic Model. 
This is the definition of an aesthetic goal. It states criteria for success and failure and it serves as an aesthetic compass. Some examples of this include Competition, Realism and Drama. 

Mechanics vs Dynamics: 


Dynamics vs Mechanics - Flickr

These are different views of games, Dynamics emerge from Mechanics. These are indirect consequences of rules. This is all based on Interaction Models. A good examples of this model would be Time Pressure. This is a dynamic and can create dramatic tension. Mechanics that create Time Pressure includes time limit, pace and depleting resource. I found this article very informative and helpful for better understand on the differences of each component. 

As you can tell, there is so much thought that has to be put into game design! You can really tell the importance of these components once you start thinking of your favorite games, you will find that your favorite games are great examples of each component listed throughout for many different reasons. Learning even more about the MDA Framework will be extremely beneficial to anyone who is looking to be a game designer in the future!





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