Games MDA

 

In this reading declaration, I dived into learning about MDA (Mechanics Dynamics Aesthetics) and it's fundamental part in the steps towards creating a game.


MDA is a form used to understand games. Mechanics are used as a way to describe the basics of the game as a way to easily advertise it. For example, Call Of Duty is marketed as a First-Person Shooter as to people that describes it more perfectly rather than just saying it's an action game. Dynamics are used to describe what happens when you do something like when you press spacebar your character jumps or press square to attack. Aesthetics are as I stated previously, they are the expected emotion that the developers want to evoke upon the player. While reading these articles I'm not sure I entirely understood what they were trying to discuss as there was a lot of information to process but one thing I did understand quite well I found in Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design


In the document they bring up Ludo-Narrative Disconnect, which is the disconnect from the game to player experiences when the story has differences in style compared to the gameplay when the player is in control. A well known example of such can be found in the famous Uncharted series by Naughty Dog, in which the main character Nathan Drake is portrayed as charming, witty, happy-go-lucky. Players have pointed out that Drake's personality does not match his actions throughout the series as he kills thousands of people, which would result in some trauma or him being more unpleasant than he is portrayed.


This reading week has been the most difficult so far, I found it difficult to fully grasp the discussion of MDA as both documents has quite a lot of information to process but I believe I got the basic understanding of what they shared.

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