Week Four Reading Notes
Mechanics are the 'rules'
Dynamics describe the 'play' of the game ie what emerges from rules etc
Aesthetics relate to player experience
Models must be:
Formal(well defined)
Abstract(widely applicable)
Proven(known to work)
kinds of fun:
- sensation
- fantasy
- narrative
- challenge
- fellowship
- discovery
- expression(self discovery)
- submission(game as pastime)
-Mechanics examples include: shuffling cards, water hazards in golf, spawn points in FPS
-dynamics and mechanics are different views of the game.
- dynamics as a result of mechanics
designer --> mechanics - dynamics - aesthetics <-- player
-simple changes in aesthetics introduce many changes in mechanics
" By moving between MDA's three levels of abstraction, we
can conceptualize the dynamic behavior of game systems.
Understanding games as dynamic systems helps us develop
techniques for iterative design and improvement - allowing us to control for undesired outcomes, and tune for
desired behavior. "
Quote taken from MDA: A Formal Approach to Game Design and Game Research
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