Games MDA reading

For this session I went about reading up on some MDA articles and posts(Mechanics, Dynamics, Aesthetics) and tried to understand the process of a developer on how to make a game compelling and 'fun' to play.


Link Here
Here is what I found the most interesting and useful

MDA's are the formal way of approaching game design and research, these are usually displayed in the way of how rules dictate the way in which you play, how the system responds accordingly to you using the rules and how the 'fun' is displayed and had. This is the layman's terms of MDA. The mechanics dictate how the game is played, dynamics is how the game responds and aesthetics is how the game looks to have fun. I found this eye opening and very informative into how a game should be thought out and displayed in word form. This is also a formal language and can be taken in anyway possible to see how abstract your ideas can be. The 'fun' to be had can be divided into genres so to speak of games, like narrative games have a big focus in drama and a game that expresses an emotion or feeling is about self-discovery and how that makes you feel. These are what I feel to be important in a game and should be considered first in how you want your game to progress.

Another article called,'MDA: A formal approach into game design and game research', Is a more scientific way of viewing the process of discovering the design and research of a project, in MY opinion. A interesting info-graphic I saw in this was a diagram on 'the production and consumption of game artifacts', and I found it rally interesting.
production and consumption of game artifacts
'MDA: A formal approach into game design and game research'
This was taken from the same article and I find in interesting to see that us, as in the consumer, go for aesthetics first hen we delve behind that to get to the dynamics and the mechanics. I see this and think, 'Holy... Why haven't I noticed this before!', as we see a game and are stunned by the sheer amount of visuals games come nowadays, E.g CyberPunk 2077, and are then drawn into that world just from the visuals. And from there we work backwards from the developers to see whats behind that.

In all, I found this reading to be very helpful and will be incorporating this int my project as I see it as a boon to the work. 

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