The Game Aesthetics
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Strange to say, but the first time a really felt that I came in contact with the “aesthetics” of a game was when introduced to the MDA framework. In short, MDA stands for Mechanics, Dynamics and Aesthetics. (If you’re into game design, you’ve probably heard this a million time before) But the thing about aesthetics is that the explanation mentioned above is merely a scratch on the surface. It’s more like the feedback of the dynamic, and the overall feel of the game. And everything in-between. Some great examples for the aesthetics are the sound Mario makes when you jump. This is just plain feedback for the jump. If the exhaust of a Ferrari has a monstrous roar you would most likely say “YES (!), this car is fast!”. But if it hums like an electric car you would probably feel that you couldn’t race a snail with it. But then again the aesthetics is also the overall feel of the game. A great example of this is the game “Sissyfight 2000” which is about bullying. The way you play Sissyfight 2000 is designed so that the opponent will feel bullied. This is achieved by forcing all the players openly “discuss” who will be the next person to lose. The players can then team up and “attack” that player to break it. Defending oneself is possible, but will only slow down the process. And that’s Aesthetics. |