Second week.

The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.

In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself for example enjoy playing MMORPG’s and those games provide me this the aesthetics of Fellowship, Challange, Drama, Discovery, Fantsy, Narrative and Submission. This is a wide load of aesthetics and that is what makes it “fun” for me to play MMORPGs’.

We also were assigned a homework to play sissyfight. Sissyfight are a type of RPG where you are suppose to gang up on other players and attack them to have them discard chips or self-esteem points. The two last persons wins the game. We were to analyse the game with the MDA method and see what its’ Aesthetic goals were and also to analyse the Dynamics of the game. I did not know at the time, but this would become important later in the week .

We were assigned to take the sissyfight game and remake it into a different game with the same concept of sissyfight but with less or different dynamics and some aesthetics that we in the group felt improved the game. We came up with the idea of a ninja sissyfight. You had teams/clans and you were able to whisper or plan attacks in seceret within the clan. If you backstabbed one of the clan members, you were branded as a rogue ninja. You now could be targeted by your old clan and the other clan at the same time. So you had to be secretive if you had any plans of taking your own clan members out.

We continued with this later. Our beloved teacher were not precent at the lecture but with some computer magic were we able to have him in a chat room were we got our last assignment of the week. This were to take the game of sissyfight which we had done oursleves in the groups we were in and to accordnign the a memo, make it to match what the company of the memo asked for. We got the assignment of making a sissyfight game that were able to promote the companys’ candy and energy drink. Our first thought was that what better way of promoting some snacks than have the players eat and consume the sweets. After some discussion and testing, we came up with a  game that had the rules of a normal sissyfight but the consumed sweets worked as a power up. So you would gain some sort of bonus that round that you consumed the sweet. You were only able to consume the sweet inbetween rounds so that noone could be able to gain a power up after seeing the target of the other players. You could buy the sweets at a store in between round with points/HP that you earn by stealing it from other players. So if you buy sweets you also need to keep track of how much HP you have left because you may very well be targetet next round and be finnished off. This gave the aesthetic of Challange which is a favorite of mine. If you have to strategicly make your game plays, will accordig to me, make it harder and so much more fun. The different sweets were worth a certain ammount of points so, when you buy a sweet, it may be consumed for a power up boost for one round or it may be stored to collect the combined ammount of points. The player with the best score at the end of the game wins.

This must have been the best verion of sissyfight yet! 😀

About Linus Börjesson

2014  Graphics