Games MDA

 
This week for my readings I look into the Mechanics, Dynamics and Aesthetics (MDA) framework of game design. The first reading I delved into was MDA: A Formal Approach to Game Design and Game Research by Robin Hunicke, Marc LeBlanc, Robert Zubek. This was a very in-depth look into what the MDA framework is and how it is applied to the majority of aspects in game design. 
'Mechanics describes the particular components of the game, at the level of data representation and algorithms. Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time. Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.' When setting out to design a brand new game, game designers often take inspiration from games of a similar nature and add aspects of that to their own game. When doing so you have to ask yourself 'what is it that makes this game fun?' and 'how can I fine tune my game dynamics to have the same effect?'

MDA is a new term to me and something that I have never heard of before beginning this weeks reading task. I found it very interesting reading about how this technique is applied by many designers, from the beginning of their idea, right through until their end product. Game designers must relate with the player before setting out to design their game. In order to do that they must break down and analyse each aspect of the game play. By using MDA you are ensuring you cover every phase of gameplay to create the best user experience. 

The second paper I read was Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design by Wolfgang Walk, Daniel Görlich and Mark Barrett.  This paper challenges the MDA framework of game design and instead puts forward an "improved" framework which they are calling Design, Dynamics and Experience (DDE). Many people in the gaming industry believe that the MDA framework poses several weaknesses, among which include two major flaws which were discovered by several authors: 
'1. It neglects many design aspects of games, focusing too much on game mechanics.
2. It is (therefore) not suitable for all types of games, including particularly gamified content or any type of experience-orientated design  (as opposed to functionality-orientated design).'

DDE proposes a more accurate and inclusive aspect into game design and fixes the weaknesses seen in the MDA framework. It takes a more in-depth look at the player's perspective which helps the designer appropriately adjust their game to best suit the player. Overall DDE focuses more on the player experience instead of the functionality which, in my opinion, is a better way of designing games as it is more likely to ensure optimum player experience. 

I also watched  this Youtube video which breaks down and talks about each aspect of MDA.

Thanks for reading - Leslie 
 











Comments

  1. Hi Leslie, I really like how you talk about MDA and DDE because the two articles are very long to read and you explained everything so perfectly in just one blog. Your blog is also very informative!

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  2. Hey Leslie, very good analysis of MDA and DDE. The links are very helpful as I can also take a look at the site. This post has taught me a lot about the frame work of games design and from reading this post, you as well. Thank you for your analysis. Enoh.

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