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Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009 The MDA Framework Mechanics Dynamics Aesthetics Overview • Where did MDA come from? • What is it good for? My Background: Computer Science Input Rules Output State Look! A state machine! My Background: Computer Science = My Background: Computer Science = Game Design is Programming. Let’s Party Like it’s 10 Years Ago… My 1999 GDC Lecture: • Consider a Racing Game. • Suppose we give the winning player an arbitrary penalty to top speed. That’s a Feedback Loop! State Measure Act Decide …Like a Thermostat Room Thermometer Heater Too Cold Too Hot Cooler Controller An Ideal Thermostat Two Kinds of Feedback Systems: • Negative: We give the winning player a penalty to top speed. • Positive: We give the losing player an arbitrary penalty to top speed. • Stabilizing force vs. Snowball Effect Part II of 1999 Lecture: Drama: • Conflict creates dramatic tension. • Tension builds towards a climax. Dramatic Tension Clima x Conflict Resolution Narrative Time Tension is a Function of Uncertainty • A game is as tense as it is close. So These Are Related! Room Dramatic Tension Climax Conflict Resolution Narrative Time • Feedback systems can govern closeness, and thus tension. Dynamic Dramatic Tension Climax Conflict Resolution Narrative Time Dynamic Aesthetic What I Said: • Feedback systems are a useful tool for creating drama in a competive environment. What They Heard: • Your game sucks if it doesn’t have a feedback system. The Problem of Applicability • Not all tools are hammers. • Not all problems are nails. • We need a language for describing problems. • Solutions are not value statements. Eight Kinds of “Fun” • • • • • • • • Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Submission Clarifying Our Goals • An aesthetic vocabularly helps us describe the design problems we want to solve. • We need more than a one-word description of our goals. Formulating an “Aesthetic Model” For each aesthetic goal: • Write a formal definition • List criteria for success • List modes of failure • Serves as an “aesthetic compass” • These are often reusable Some examples… Goal: Competition • Definition: A game is competitive if players are emotionally invested in defeating each other. • Success: Players are adversaries. Players want to win. • Failure: A player feels that he can’t win. A player can’t measure his progress. Goal: Pirate Fantasy • Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. Goal: Pirate Fantasy • Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. • Failure: • Success: Empowerment Independence Greed Treachery Prey upon Weak Vulnerability Compassion Generosity Goal: Drama Definition: A game is dramatic if: • Its central conflict creates dramatic tension. • The dramatic tension builds towards a climax. Dramatic Tension Clima x Conflict Resolution Narrative Time Goal: Drama • Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax • Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves. Aesthetic Models are an Important Tool • It’s hard to solve problems we can’t describe. • Especially in a large group. Dynamics Room The Idea of Dynamics • Behavior is separate from rules. • The same behavior can emerge from many different rules. • We can create Dynamic Models Dynamic Models Help Us: • Explain the behavior we observe. • Predict behavior before it happens. Feedback System is One Example Room Example: Random Variable Chance in 36 • This is a model of 2d6: 2 3 4 5 6Die7roll8 9 10 11 12 Example: Operant Conditioning • The player is part of the system, too! • Psychology gives us models to explain and predict the player’s behavior. Example: Random Variable Chance in 36 • This is a model of 2d6: 2 3 4 5 6Die7roll8 9 10 11 12 Models of Game Dynamics • No Grand Unified Theory • Instead, a collection of many Dynamic Models. • Dynamics models are analytical in nature. Some examples… Mechanics • Cards Shuffling, Trick-Taking, Bidding • Shooters Ammunition, Spawn Points • Golf Sand Traps, Water Hazards Mechanics vs. Dynamics • There’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter. • Dynamics and Mechanics are different views of games. • Dynamics emerge from Mechanics. The Point: • In some sense, it isn’t about this: Mechanics Dynamics Aesthetics The Point: • It’s about this: The Point: • This is where game design happens. Questions? Comments? Whack-a-Mole Pop-a-Baby Google Fight