Tuesday 1 November 2011

MDA Notes

In this article I don't like how they approach games in the form of a business. In previous articles games have been described as items created out of passion. In this one the process of the design has been confined to the process of, manufacture, publish, sold, purchased, consumed and then disposed of. This makes computer games sound lifeless and have no essence.

Notes:


Notes:

In this paper we present the MDA framework (standing for
Mechanics, Dynamics, and Aesthetics), developed and
taught as part of the Game Design and Tuning Workshop at
the Game Developers Conference, San Jose 2001-2004.
Specifically, iterative, qualitative and quantitative analyses
support the designer in two important ways. They help her
analyze the end  result to refine implementation, and
analyze the implementation to refine the result. By
approaching the task from both perspectives, she can
consider a wide range of possibilities and
interdependencies.
MDA framework (standing for
Mechanics, Dynamics, and Aesthetics), developed and
taught as part of the Game Design and Tuning Workshop
at the Game Developers Conference, San Jose 2001-2004
[LeBlanc, 2004a].
AI coders and researchers are no exception. Seemingly
inconsequential decisions about data, representation,
algorithms, tools, vocabulary and methodology will trickle
upward, shaping the final gameplay. Similarly, all desired
user experience must bottom out, somewhere, in code. As
games continue to generate increasingly complex agent,
object and system behavior, AI and game design merge.
Games are created by designers/teams of developers, and
consumed by players. They are purchased, used and
eventually cast away like most other consumable goods.

Creates Consumes

The production and consumption of game artifacts.
The difference between games and other entertainment
products (such as books, music, movies and plays) is that
their consumption is relatively unpredictable. The string of
events that occur during gameplay and the outcome of
those events are unknown at the time the product is
finished.
Then the MDA frame work is skimmed over like this. Although I like how it’s done due to there being some form of structure to it whilst there’s still freedom in designing the game.
The MDA framework formalizes the consumption of
games by breaking them into their distinct components:
Rules àSystem à.Fun
.and establishing their design counterparts:
Mechanics à Dynamics à Aesthetics

1 comment:

  1. Hi, The notes are fairly full, i am glad you have started commenting, but sometimes it is hard to determine exactly what you mean. For example:-

    "Then the MDA frame work is skimmed over like this. Although I like how it’s done due to there being some form of structure to it whilst there’s still freedom in designing the game"

    try to read through your work and make sure you are working hard to communicate your ideas clearly, this is very important.

    rob

    ReplyDelete