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FUN
      It is often said that games are fun, it is stated that for a
      game to be a game it has to be fun, So… the games essence
      is the fact that it is fun.

      A good game is said to be fun, and you can tell a bad game
      because it is not fun.

How do we… as a group and as individuals feel about these statements?
FUN
Quantifiable?   Qualifiable?
The Quantifiability of FUN
Can fun be measured? If so what is the
  measurement of fun and how do we measure
  it?
The Qualifiability of FUN
What qualifies as fun? Do we all have the same
 sort of fun and when do we know when we
 are having it?
Are we having the same sort of fun
         when we play…
Are we having the same sort of fun
         when we play…
FUN   “FUN”
So… Are there different forms of “fun”
MDA
MDA
A formalist framework for game design and criticism
 “MDA is a formal approach to understanding
 games . One which attempts to bridge the gap
 between game design and development,
 game criticism, and technical game research.
 We believe this methodology will clarify and
 strengthen the iterative processes of
 developers, scholars and researchers alike,
 making it easier for all parties to decompose,
 study and design a broad class of game
 designs and game artifacts.”
MDA
MDA was developed and taught as part of the
Game Design and Tuning Workshop at he
Game Developers Conference, San Jose 2001-
2004 by Robin Hunicke, Marc LeBlanc, Robert
Zubek




(we looked at part of the MDA framework for H&A 3 relating to the reading Costikyan, G. quot;I
Have No Words & I Must Design: Toward a Critical Vocabulary for Gamesquot; Computer Games
and Digital Cultures Conference Proceedings, Tampere: Tampere University Press, June,
2002)
MDA
“[A formalist approach] is especially important
when working with computer and video
games, where the interaction between coded
subsystems creates complex, dynamic (and
often unpredictable) behaviour. Designers and
researchers must consider interdependencies
carefully before implementing changes, and
scholars must recognize them before drawing
conclusions about the nature of the
experience generated.”
MDA
“Fundamental to this framework is the idea
that games are more like artifacts than media.
By this we mean that the content of a game is
its behavior . not the media that streams out
of it towards the player.

Thinking about games as designed artifacts
helps frame them as systems that build
behavior via interaction. It supports clearer
design choices and analysis at all levels of
study and development.”
Games are State Machines


     Input                              Output
                             Rules
     (Player)
                  State

                                        (Graphics/
                                        Sound)




             • All games are computer games.
             • Game design transcends media.

games serve an emotional purpose, not a pragmatic one
Consumes
           Creates   GAME




Designer                               Player
CODE         PROCESS      REQUIREMENTS



                        GAME
         RULES                          FUN
                       SESSION




games serve an emotional purpose, not a pragmatic one
MECHANICS




      DYNAMICS




      AESTHETICS
MDA
                   MDA
“…describes     the     particular
             components of the game, at the
MECHANICS
             level of data representation and
             algorithms.”


             “…describes the run-time behaviour
DYNAMICS     of the mechanics acting on player
             inputs and each others outputs over
             time.”


             “… describes the desirable emotional
             responses evoked in the player, when
AESTHETICS
             she interacts with the game system.”
AESTHETICS
In describing the aesthetics of a game, we want to move away
from words like “fun” and “gameplay”. towards a more directed
vocabulary. This includes but is not limited to the taxonomy listed
here:

1. Sensation
2. Fantasy
3. Narrative
4. Challenge
5. Fellowship
6. Discovery
7. Expression
8. Submission
AESTHETICS

1. Sensation               5. Fellowship
 Game as sense-pleasure     Game as social framework
2. Fantasy                 6. Discovery
 Game as make-believe       Game as uncharted territory
3. Narrative               7. Expression
  Game as drama             Game as self-discovery
4. Challenge               8. Submission
 Game as obstacle course    Game as pastime
AESTHETICS
(Examples of games)

Charades: Fellowship, Expression, Challenge.

Quake: Challenge, Sensation, Competition, Fantasy.
The Sims: Discovery, Fantasy, Expression, Narrative.

Final Fantasy: Fantasy, Narrative, Expression, Discovery,
Challenge, Submission.
DYNAMICS
“Dynamics work to create aesthetic experiences. For
example, challenge is created by things like time pressure
and opponent play. Fellowship can be encouraged by
sharing information across certain members of a session (a
team) or supplying winning conditions that are more
difficult to achieve alone (such as capturing an enemy
base).”
MECHANICS
“Mechanics are the various actions, behaviours and control
mechanisms afforded to the player within a game context.
Together with the game’s content (levels, assets and so on)
the mechanics support overall gameplay dynamics.”
Designer
           MECHANICS




           DYNAMICS




           AESTHETICS
  Player

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Fun and the MDA framework

  • 1. FUN It is often said that games are fun, it is stated that for a game to be a game it has to be fun, So… the games essence is the fact that it is fun. A good game is said to be fun, and you can tell a bad game because it is not fun. How do we… as a group and as individuals feel about these statements?
  • 2. FUN Quantifiable? Qualifiable?
  • 3. The Quantifiability of FUN Can fun be measured? If so what is the measurement of fun and how do we measure it?
  • 4. The Qualifiability of FUN What qualifies as fun? Do we all have the same sort of fun and when do we know when we are having it?
  • 5. Are we having the same sort of fun when we play…
  • 6. Are we having the same sort of fun when we play…
  • 7. FUN “FUN”
  • 8. So… Are there different forms of “fun”
  • 9. MDA
  • 10. MDA A formalist framework for game design and criticism “MDA is a formal approach to understanding games . One which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.”
  • 11. MDA MDA was developed and taught as part of the Game Design and Tuning Workshop at he Game Developers Conference, San Jose 2001- 2004 by Robin Hunicke, Marc LeBlanc, Robert Zubek (we looked at part of the MDA framework for H&A 3 relating to the reading Costikyan, G. quot;I Have No Words & I Must Design: Toward a Critical Vocabulary for Gamesquot; Computer Games and Digital Cultures Conference Proceedings, Tampere: Tampere University Press, June, 2002)
  • 12. MDA “[A formalist approach] is especially important when working with computer and video games, where the interaction between coded subsystems creates complex, dynamic (and often unpredictable) behaviour. Designers and researchers must consider interdependencies carefully before implementing changes, and scholars must recognize them before drawing conclusions about the nature of the experience generated.”
  • 13. MDA “Fundamental to this framework is the idea that games are more like artifacts than media. By this we mean that the content of a game is its behavior . not the media that streams out of it towards the player. Thinking about games as designed artifacts helps frame them as systems that build behavior via interaction. It supports clearer design choices and analysis at all levels of study and development.”
  • 14. Games are State Machines Input Output Rules (Player) State (Graphics/ Sound) • All games are computer games. • Game design transcends media. games serve an emotional purpose, not a pragmatic one
  • 15. Consumes Creates GAME Designer Player
  • 16. CODE PROCESS REQUIREMENTS GAME RULES FUN SESSION games serve an emotional purpose, not a pragmatic one
  • 17. MECHANICS DYNAMICS AESTHETICS MDA MDA
  • 18. “…describes the particular components of the game, at the MECHANICS level of data representation and algorithms.” “…describes the run-time behaviour DYNAMICS of the mechanics acting on player inputs and each others outputs over time.” “… describes the desirable emotional responses evoked in the player, when AESTHETICS she interacts with the game system.”
  • 19. AESTHETICS In describing the aesthetics of a game, we want to move away from words like “fun” and “gameplay”. towards a more directed vocabulary. This includes but is not limited to the taxonomy listed here: 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression 8. Submission
  • 20. AESTHETICS 1. Sensation 5. Fellowship Game as sense-pleasure Game as social framework 2. Fantasy 6. Discovery Game as make-believe Game as uncharted territory 3. Narrative 7. Expression Game as drama Game as self-discovery 4. Challenge 8. Submission Game as obstacle course Game as pastime
  • 21. AESTHETICS (Examples of games) Charades: Fellowship, Expression, Challenge. Quake: Challenge, Sensation, Competition, Fantasy. The Sims: Discovery, Fantasy, Expression, Narrative. Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission.
  • 22. DYNAMICS “Dynamics work to create aesthetic experiences. For example, challenge is created by things like time pressure and opponent play. Fellowship can be encouraged by sharing information across certain members of a session (a team) or supplying winning conditions that are more difficult to achieve alone (such as capturing an enemy base).”
  • 23. MECHANICS “Mechanics are the various actions, behaviours and control mechanisms afforded to the player within a game context. Together with the game’s content (levels, assets and so on) the mechanics support overall gameplay dynamics.”
  • 24. Designer MECHANICS DYNAMICS AESTHETICS Player