Final Deliverable - Identifying Game Elements(MDA) in DEEP
Mechanics, Dynamics & Aesthetics (MDA)
What exactly is the MDA framework?
The MDA framework was presented in a paper by Robin Hunicke, Marc LeBlanc and Robert Zubek.
Why would I want to learn about it?
I think understanding these three components and being able to identify them in other games is an invaluable asset. It helps in figuring out what makes a game fun and brings me one step closer to coming up with ideas for making fun games by mixing and matching the many mechanics and dynamics I identify ( I still can't get the idea of mixing the mechanics for Golfing and Tetris out of my head.)
How did I try to learn about MDA?
We were provided links to the paper and blogposts on MDA but I sorta ignored them in the beginning. Got most of my information from the workshop and jumped into practically trying to identify these 3 components in one of the 5 games they told us to pick from.
The game our group chose was Deep and I was horrible at it. I spent way too long trying to reach the end, but that didn't happen. I of course knew that I did not have to finish it, I just couldn't help myself. I guess that tells you a bit about the aesthetics of the game. Or my psyche.
I find it a bit difficult to categorize my research methods in a 'technical' way, but here they are:
Literature Study (Library): Went through the MDA paper.
Community Research (Library): Read the blogpost - Mechanics and Dynamics by Ian Schreiber
YouTube Video: Aesthetics of Play - Redefining Genres in Gaming - Extra Credits
Played the games to identify their Mechanics, Dynamics and Aesthetics.
What were the findings? (End Product)
I learnt what MDA were, how to identify them and how useful they can be. Our final product was a document listing out the MDA for Deep.
Link to MDA Findings for Deep
How did I validate these findings?
Mostly by comparing them with the feedback given by instructors to us and other similar findings.
How is/will this be helpful?
It will be helpful when coming up with ideas for games. Having starting blocks like a few mechanics and aesthetic you want in a game can be a huge help in kicking the idea generating sessions off.
I'm never playing games again, I'll be researching the MDAs in games from now on. Sounds way more productive and definitely a better excuse.
Jokes aside, I'm going to try and identify as many MDAs I come across in games I play and jot down ones I think I might enjoy using to come up with game ideas.