First let me explain the term ”MDA”
- Mechanics: The particular components of the game, at the level of data representation and algorithms. So, mechanics are the rules and concepts that formally specify the game system.
- Dynamics: The run-time behavior of the game-as-system. So, dynamics describes the run-time behavior of the mechanics acting on player inputs and each others’ outputs over time. The dynamics automatically change if the mechanics are changed.
- Aesthetics: The desirable emotional responses evoked in the player, when she interacts with the game system. Aesthetics can easier be referred to as ”fun”. Sch, never use that word. In the design world the words to replace the word fun is:
- Sensation – Game as sense-pleasure.
- Fantasy – Game as make-believe.
- Narrative – Game as drama.
- Challenge – Game as obstacle course.
- Fellowship – Game as social framework.
- Discovery – Game as uncharted territory.
- Expression – Game as self-discovery.
- Submission – Game as pastime.
This is what we have been working with this week. We got a game called Sissy fight. It is a turn-based strategy multiplayer boardgame where you are supposed to try to team up with the girls (players) and bully (vote down) the others so that they loose their self esteem points (healthpoints). After playing this game for a while and understanding its mechanics we got the task to create our own version of it with the help from MDA.
My group decided to create a space game that we later called “Astro Fighters 2000”. It is about a group of Astronouts inside a “.” that gets hit by an comet. Two of the escape shuttles gets destroyed and only two astronouts fit in the third one and while the oxygen is draining the astronouts are fighting eachother for the sake of their own life.
About Lisa Wackenhuth Svanström
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