Games 1.- Mechanics, dynamics, aesthetics

MDA : A Formal Approach to Game Design and Game Research Robin Hunicke , Marc LeBlanc , Robert Zubek
hunicke @ cs . northwestern . edu , marc _ leblanc @ alum . mit . edu , rob @ cs . northwestern . edu
Abstract
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 .
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 .
Introduction
All artifacts are created within some design methodology . Whether building a physical prototype , architecting a software interface , constructing an argument or implementing a series of controlled experiments – design methodologies guide the creative thought process and help ensure quality work .
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 .
This is especially important when working with computer and video games , where the interaction between coded subsystems creates complex , dynamic ( and often unpredictable ) behavior . 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 .
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 [ LeBlanc , 2004a ]. 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 .
Towards a Comprehensive Framework
Game design and authorship happen at many levels , and the fields of games research and development involve people from diverse creative and scholarly backgrounds . While it ’ s often necessary to focus on one area , everyone , regardless of discipline , will at some point need to consider issues outside that area : base mechanisms of game systems , the overarching design goals , or the desired experiential results of gameplay .
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 .
Systematic coherence comes when conflicting constraints are satisfied , and each of the game ’ s parts can relate to each other as a whole . Decomposing , understanding and creating this coherence requires travel between all levels of abstraction – fluent motion from systems and code , to content and play experience , and back .
We propose the MDA framework as a tool to help
designers ,
researchers
and
scholars
perform
this
translation .
MDA
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 .
Designer
Creates
Game
Consumes
The production and consumption of game artifacts .
Player