Games MDA

This week I have looked a kind of theory for video games that is called "MDA" which stands for Mechanics, Dynamics and Aesthetics. These all make the game "fun" in its own way. I have read this paper written by three game designers who explain this in detail.

Mechanics are the "rules" that are set within the game. They are the actions players can take and the effect they will directly have on the game

Dynamics come as a RESULT of these mechanics. This describes the strategies that players can create from the in-game mechanics.

Aesthetics refers to player experience: whether they find it fun, interesting, boring etc.

There are eight kinds of "fun" described that the player can have:

Sensation: how "happy" the game makes you
Fantasy: fuels your imagination
Narrative: the game as a drama
Challenge: the game with obstacles
Fellowship: the social aspect of the game
Discovery: exploring uncharted territory
Expression: game as a self discovery
Submission: playing the game as a hobby.

These all contribute to creating an engaging, "fun" experience for a player. These are part of the "aesthetic" aspect and explore the emotional response a player has while playing the game.

Dynamics help to create these aesthetics, for example, Challenge is created by adding pressure to the game such as a time limit.

This diagram is an example of a feedback system in a game which helps to define and create these aesthetics in your own game though dynamics.



The thermometer comparison.


As these dynamics create aesthetics, mechanics as stated earlier create dynamics. 

Understanding games more in depth and as an MDA system helps us to improve our game design and to minimise or take away unwanted outcomes altogether and steer it into behaviours that we actually want.

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