Level 4.1: Process of Design & MDA Framework
Process of Design & MDA Framework
Prior to reading these next few pages, I want you to look at the MDA Framework Links to an external site. by LeBlanc, Hunicke and Zabek. This is one of the few academic papers that achieved wide exposure within the game industry (it probably helps that the authors are experienced game designers). There are two parts of this paper that made it really influential. The first is the Mechanics/Dynamics/Aesthetics (MDA) conceptualization, which offers a way to think about the relationship of rules to player experience, and also the relationship between player and designer. The second part to pay attention to is the “8 kinds of fun”.
Now, About That MDA Framework Thing…
LeBlanc et al. define a game in terms of its Mechanics, Dynamics, and Aesthetics:
- Mechanics are a synonym for the “rules” of the game. These are the constraints under which the game operates. How is the game set up? What actions can players take, and what effects do those actions have on the game state? When does the game end, and how is a resolution determined? These are defined by the mechanics.
- Dynamics describe the play of the game when the rules are set in motion. What strategies emerge from the rules? How do players interact with one another?
- Aesthetics (in the MDA sense) do not refer to the visual elements of the game, but rather the player experience of the game: the effect that the dynamics have on the players themselves. Is the game “fun”? Is play frustrating, or boring, or interesting? Is the play emotionally or intellectually engaging?
Before the MDA Framework was written, the terms “mechanics” and “dynamics” were already in common use among designers. The term “aesthetics” in this sense had not, but has gained more use in recent years.
With the definitions out of the way, why is this important? This is one of the key points of the MDA paper. The game designer only creates the Mechanics directly. The Dynamics emerge from the Mechanics, and the Aesthetics arise out of the Dynamics. The game designer may wantto design the play experience, or at least that may be the ultimate goal the designer has in mind… but as designers, we are stuck building the rules of the game and hoping that the desired experience emerges from our rules.
This is why game design is sometimes referred to as a second-order design problem: because we do not define the solution, we define something that creates something else that creates the solution. This is why game design is hard. Or at least, it is one reason. Design is not just a matter of coming up with a “Great Idea” for a game; it is about coming up with a set of rules that will implement that idea, when two-thirds of the final product (the Dynamics and Aesthetics) are not under our direct control.