MDA and the road from idea to design
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Hello people! I am sorry that I have not updated what I have done for a while, but I simply have not had the time. I am going to keep this going though and I am trying to keep my goal I mentioned in my first post. “I am going to try to update this blog as often as I can.”
Now. What have I been doing the last couple of weeks? We got our first assignment in our “Communication”-course. We had to write an article which was connected to our program in some way. I wrote about that games change our way of thinking. In our Gamedesign course we have learned us about MDA (Mechanics, Dynamics & Aesthetics) and the process from an idea to design. We have also got to play the game Sissyfight. And we got an assignment on Sissyfight. In the MDA lecture we also learned that in the game industry it is almost illegal to say the word fun. Instead, we have a bunch of “types of fun“. Sissyfight: It is a game where you act that you are a bunch of young schoolgirls on a schoolyard, bullying eachother. The assignment was about to change the aesthethics, dynamics and mechanics based on an idea we came up with. With we I mean me and my 5 teammates. After we were done with this idea and all the testing was done and the game was finished, we got a new assignment. “Just got back from our Haunted House 2 pitch, and our last demo tanked. Luckily, Moe mentioned we had this concept called Sissyfight, and the publisher loved it. Literally fell out of her chair laughing. I don’t know if it’s really that funny, so please see what you can do to makae sure it lives up to her expectations.¨ Come up with a way for Sissyfight to tie in to the movie license. Remember, it has to be funny. Also, we need Eddie Murphy in the game as a character, but you can’t make it so he loses. That’s all his manager said. Not sure what that means.” Types of fun:
So, what is MDA? MDA, is a shortening for Mechanincs, Dynamics & Aesthetics. It is all about putting a game together. The MDA paper let us create and build games on paper without the programming and all the graphics. As soon as Mechanics: The mechanics is really all the components, rules and algorithms that defines the game systems. Example of mechanic: Core loop. (The core loop is the main way the player interacts with the game.) To sum this MDA up: If I change the mechanics in a game I also change the dynamics and the aesthetics will change. Neither the dynamics or the aesthetics is predictable, we can just assume and guess what will happen if I put a shotgun in a snipershooter-game. The road from idea to design: To go from idea to design is a long road and as a game designer it includes a bunch of documents. It is really all about the documents.
This was a long text, but I hope you found it fun and interesting to read. I know I did. Yours, |