Level 4.2: The Process of Play

The Process of Play

Designers start with the Mechanics and follow them as they grow outward into the Aesthetics. You can think of a game as a sphere, with the Mechanics at the core, the Dynamics surrounding them, and the Aesthetics on the surface, each layer growing out of the one inside it. One thing the authors of MDA point out is that this is not how games are experienced from the player’s point of view.

A player sees the surface first – the Aesthetics. They may be aware of the Mechanics and Dynamics, but the thing that really makes an immediate impression and that is most easily understood is the Aesthetics. This is why, even with absolutely no knowledge or training in game design, anyone can play a game and tell you whether or not they are having a good time. They may not be able to articulate whythey are having a good time or what makes the game “good” or “bad”… but anyone can tell you right away how a game makes them feel.

If a player spends enough time with a game, they may learn to appreciate the Dynamics of the game and now their experience arises from them. They may realize that they do or don’t like a game because of the specific kinds of interactions they are having with the game and/or the other players. And if a player spends even more time with that game, they may eventually have a strong enough grasp of the Mechanics to see how the Dynamics are emerging from them.

If a game is a sphere that is designed from the inside out, it is played from the outside in. And this, I think, is one of the key points of MDA. The designer creates the Mechanics and everything flows outward from that. The player experiences the Aesthetics and then their experience flows inward. As designers, we must be aware of both of these ways of interacting with a game. Otherwise, we are liable to create games that are fun for designers but not players.

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One Example of MDA In Action

I mentioned the concept of "spawn camping” earlier in this course, as an example of how players with different implicit rule sets can throw around accusations of “cheating” for something that is technically allowed by the rules of the game. Let us analyze this in the context of MDA.

In a First-Person Shooter video game, a common mechanic is for players to have “spawn points” – dedicated places on the map where they re-appear after getting killed. Spawn points are a mechanic. This leads to the dynamic where a player may sit next to a spawn point and immediately kill anyone as soon as they re-spawn. And lastly, the aesthetics would likely be frustration at the prospect of coming back into play only to be killed again immediately.

Suppose you are designing a new FPS and you notice this frustration aesthetic in your game, and you want to fix this so that the game is not as frustrating. You cannot simply change the aesthetics of the game to “make it more fun” – this may be your goal, but it is not something under your direct control. You cannot even change the dynamics of spawn camping directly; you cannot tell the players how to interact with your game, except through the mechanics. So instead, you must change the mechanics of the game – maybe you try making players re-spawn in random locations rather than designated areas – and then you hope that the desired aesthetics emerge from your mechanics change.

How do you know if your change worked? Playtest, of course!

How do you know what change to make, if the effects of mechanics changes are so unpredictable? We will get into some basic tips and tricks near the end of this course. For now, the most obvious way is designer intuition. The more you practice, the more you design games, the more you make rules changes and then playtest and see the effects of your changes, the better you will get at making the right changes when you notice problems… and occasionally, even creating the right mechanics in the first place. There are few substitutes for experience… which, incidentally, is why so much of this course involves getting you off your butt and making games  .

“If the computer or the game designer is having more fun than the player, you have made a terrible mistake.”

This seems as good a time as any to quote game designer Sid Meier. His warning is clearly directed at video game designers, but applies just as easily to non-digital projects. It is a reminder that we design the Mechanics of the game, and designing the Mechanics is fun for us. But it is not the Mechanics that are fun for our players. A common design mistake is to create rules that are fun to create, but that do not necessarily translate into fun gameplay. Always remember that you are creating games for the players and not yourself.