Throughout game design there are concepts which arise to better help an individual work through the thought processes of developing the best game possible. One of these theories is known as the “MDA Framework” a concept which was presented by Marc LeBlanc.
The “MDA Framework” refers to the mechanics, dynamics and aesthetics which a designer uses to format their games such that they yield the desired emotional responses on to the user. The mechanics of a game refers to the regulations and behaviors which specify the game as a system. Dynamics are concepts and challenges presented to the user as runtime behaviors of the game as a system. Finally, the term aesthetics within the “MDA Framework;” refers to the emotional reactions and responses to given situations within a game through which the user undertakes. Atypically aesthetics is the fun associated with the game.
The “MDA Framework” can be examined to a much more thorough degree when examined through more specific circumstances such as when broken down using known game tittles to affiliate to it “The Legend of Zelda: the Ocarina of Time” and “Resident Evil 4.”
“The Legend of Zelda: the Ocarina of Time” demonstrates aesthetics which whole heartedly pull the user into the environments present and offers a wide variety of fun. The concepts of fun presented within the game include sensation, fantasy, narrative, and discovery. Upon completion of the game a new level of fun appears within the games for the user and that is submission.
The sensation within the game presents a sense of pleasure which the user gets while playing the game. From the stand point of “Zelda” the overall makeup of the game allows the user to experience degrees of fun which tantalize the user’s sense organs through enriching scores and sound effects along with pleasing visuals.
Fantasy brings the world of make believe to a tangible level for the user and allows for a world imagination. “Zelda” utilizes magic and mystical creatures combined with sword play to take the user to a world unlike anything they ever could have imagined.
Another level of fun present within “Ocarina of Time” is narrative. The game utilizes a large some of narrative to bring pull the user more into the game. As the user plays there is a sense of excitement as each new detail of the story is revealed and all the plot twists begin to take hold.
The discovery involved with “Zelda” is experienced with each moment that the user is given the opportunity to explore a new portion of the levels or maps present within the game. These newly found maps range greatly be it deep forest ruins, underwater temples or a dessert colossus.
The final level of fun which the user experiences while playing “The Legend of Zelda: the Ocarina of Time” can only be experienced once the came has been completed in its entirety, this method of fun being submission. Submission allows the user to play the game as a mindless pastime with no specific goals in mind at all. Once the game if complete the user is free to roam around the expansive maps present within “Zelda” and kill any enemies present or talk to other characters present within the game.
Dynamics of a game stem from the basic mechanics presented by the designer when looking at “Resident Evil 4” there is a number of dynamic based circumstances which the user confronts while playing. These circumstances include life based pressures, pressures of the unknown, puzzles, resource depletion, and the pressure of dilemma.
Life based pressures arise as the players character health depletes due to certain events undertaken by the user and their negative results such as being hit by enemy attacks. These stresses are cause by the presence of a life meter as displayed in the games mechanics.
Another anxiety on the user is the stress of the unknown, “Resident Evil 4” makes a point to never present the remaining health of enemies primarily bosses to the player as a result the user begins worrying about personal recourses such as ammunition and whether or not they have enough remaining to kill the enemy in the course of the fight.
Puzzles are another stress presented to the user within “Resident Evil 4” the mechanics of these puzzles range from cracking a combination to deciphering riddles presented throughout the game.
The dilemmas present are the final dynamic presented to the user to add desired stress to the game play. The mechanics of “Resident Evil 4” utilizes choices the user can make between to equally undesirable tasks such as fighting an entire town or just fighting a 25 foot tall lumbering beast known as Gigantor. The end result is a choice both of which present a great level of difficulty to the user.
Those are examples of the “MDA Format” present within “The Legend of Zelda: the Ocarina of Time” and “Resident Evil 4” which describe the mechanics, dynamics and aesthetics of game design.
saturday, january 13, 2008