| – what does MDA stand for??|
– The three different machines described
– Aesthetics MDA
Mechanics – MDA
Dynamic – MDA
How far can you take your project?? the audience, age, etc
|– MDA – Mechanics, Dynamics, and Aesthetics|
– MDA is created for game analysis, game design and
development, game criticism, and technical game research
– Most things are made through some sort of system (methodology) that gives the designer the start and end of the project. MDA makes that easier.
Game as sense-pleasure
Game as make-believe
Game as drama
Game as obstacle course
Game as social framework
Game as uncharted territory
Game as self-discovery
Game as pastime
Mechanics are the various actions, behaviors and control
mechanisms afforded to the player within a game context.
Encourages individual users to leave their mark: systems for
purchasing, building or earning game items, for designing,
constructing and changing levels or worlds, and for
creating personalized, unique characters.
– When done with any process you should go through the tuning phase where you test and tune the game.
– The three steps to checking your games MDA
– First Pass
What are the aesthetic goals for this design? Exploration and discovery are probably more important than challenges. As such the dynamics are optimized here not for “winning” or “competition”
– Second Pass
Consider a different version of the game. (age, audience, etc)
– Third Pass
Consider a version of the game for the older audience, what things can you add in?? (Looting, missions, weapons)
So after this you can now see, what things to restrict of difficulty, or inconvenience, etc
MDA stands for Mechanics, Dynamics, and Aesthetics which makes analyzing your game for error so much easier. It goes both ways though, it also allows the criticizer to make criticism. MDA gives you steps to analysis and criticize a game.