Fun and the MDA framework

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FUN It is often said that games are fun, it is stated that for a game to be a game it has to be fun, So… the games essence is the fact that it is fun. A good game is said to be fun, and you can tell a bad game because it is not fun. … as a group and as individuals feel about these st
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    12-Jun-2015
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description

I presentation on the overuse of the word fun and an introduction to Le Blancs MDA framework

Transcript of Fun and the MDA framework

Page 1: Fun and the MDA framework

FUNIt is often said that games are fun, it is stated that for a game to be a game it has to be fun, So… the games essence is the fact that it is fun.

A good game is said to be fun, and you can tell a bad game because it is not fun.

How do we… as a group and as individuals feel about these statements?

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FUNQuantifiable? Qualifiable?

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The Quantifiability of FUNCan fun be measured? If so what is the

measurement of fun and how do we measure it?

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The Qualifiability of FUNWhat qualifies as fun? Do we all have the same

sort of fun and when do we know when we are having it?

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Are we having the same sort of fun when we play…

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Are we having the same sort of fun when we play…

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“FUN”FUN

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So… Are there different forms of “fun”

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MDA

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MDAA formalist framework for game design and criticism

“MDA is a formal approach to understanding games . One which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.”

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MDAMDA was developed and taught as part of the Game Design and Tuning Workshop at he Game Developers Conference, San Jose 2001-2004 by Robin Hunicke, Marc LeBlanc, Robert Zubek

(we looked at part of the MDA framework for H&A 3 relating to the reading Costikyan, G. "I Have No Words & I Must Design: Toward a Critical Vocabulary for Games" Computer Games and Digital Cultures Conference Proceedings, Tampere: Tampere University Press, June, 2002)

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MDA“[A formalist approach] is especially important when working with computer and video games, where the interaction between coded subsystems creates complex, dynamic (and often unpredictable) behaviour. Designers and researchers must consider interdependencies carefully before implementing changes, and scholars must recognize them before drawing conclusions about the nature of the experience generated.”

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MDA“Fundamental to this framework is the idea that games are more like artifacts than media. By this we mean that the content of a game is its behavior . not the media that streams out of it towards the player.

Thinking about games as designed artifacts helps frame them as systems that build behavior via interaction. It supports clearer design choices and analysis at all levels of study and development.”

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Games are State Machines

RulesInput Output

State(Player)

(Graphics/Sound)

• All games are computer games.• Game design transcends media.

games serve an emotional purpose, not a pragmatic one

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GAME

Designer Player

Creates Consumes

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RULES

GAME SESSION

FUN

games serve an emotional purpose, not a pragmatic one

CODE

PROCESS

REQUIREMENTS

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MECHANICS

DYNAMICS

AESTHETICS

“…describes the particular components of the game, at the level of data representation and algorithms.”

“…describes the run-time behaviour of the mechanics acting on player inputs and each others outputs over time.”

“… describes the desirable emotional responses evoked in the player, when she interacts with the game system.”

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AESTHETICSIn describing the aesthetics of a game, we want to move away from words like “fun” and “gameplay”. towards a more directed vocabulary. This includes but is not limited to the taxonomy listed here:

1. Sensation2. Fantasy3. Narrative 4. Challenge5. Fellowship6. Discovery7. Expression8. Submission

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AESTHETICS

1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe3. Narrative Game as drama4. Challenge Game as obstacle course

5. Fellowship Game as social framework6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Submission Game as pastime

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AESTHETICS(Examples of games)

Charades: Fellowship, Expression, Challenge.

Quake: Challenge, Sensation, Competition, Fantasy.The Sims: Discovery, Fantasy, Expression, Narrative.

Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission.

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DYNAMICS“Dynamics work to create aesthetic experiences. For example, challenge is created by things like time pressure and opponent play. Fellowship can be encouraged by sharing information across certain members of a session (a team) or supplying winning conditions that are more difficult to achieve alone (such as capturing an enemy base).”

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MECHANICS“Mechanics are the various actions, behaviours and controlmechanisms afforded to the player within a game context.Together with the game’s content (levels, assets and so on)the mechanics support overall gameplay dynamics.”

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Designer Player