Analysis of Digital Games Game Design Workshop GDC 2003.

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Presentation transcript:

Analysis of Digital Games Game Design Workshop GDC 2003

Analysis of Digital Games Take a digital game and pick it apart, figure out how it works

The MDA Framework MechanicsAestheticsDynamics

Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun

Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Masochism Game as submission

Different Games Have Different Aesthetics Charades: Cooperation, Expression, Challenge Quake: Challenge, Sensation, Competition, Fantasy Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. Again, there is no Game Unified Theory.

Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun Dynamics: The run-time behavior of the game-as-system.

Definitions Aesthetics: The desirable emotional responses evoked by the game dynamics. = different kinds of fun Dynamics: The run-time behavior of the game-as-system. Mechanics: The rules and abstractions that formally specify the game-as-system.

Aesthetics Dynamics Mechanics Recap: The MDA Framework

Aesthetic Analysis Take a digital game and pick it apart

Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun”

Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun” Talk about the dynamics that create these effects

Aesthetic Analysis Take a digital game and pick it apart List its aesthetic strengths, i.e. the “fun” Talk about the dynamics that create these effects Talk about the mechanics these dynamics emerge from

Example: Tetris Part 1: Generate a list of “goals” that describe the “fun” of our game.

Example: Tetris Part 1: Generate a list of “goals” that describe the “fun” of our game. Challenging Dramatic Transient “Tidiness”

Example: Tetris Part 1: Generate a list of Aesthetic Goals that describe the “fun” of this game. Articulate a good, formal definition for each one

Example: Tetris Part 2: For each of these aesthetic effects:

Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect?

Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics?

Example: Tetris Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics? I.e., why does the game feel this way?

Group Exercise Break into groups, and take a few minutes to pick a game to analyze. Here are some suggestions: Dance Dance Revolution EverQuest Age of Empires FreeCell The Sims Tony Hawk Mario 64 Quake 3 Parappa the Rapper Tekken 4

Group Exercise Part 1: Generate a list of Aesthetics that describe the “fun” of your chosen game. Give good, formal definitions Are there particular aesthetic flaws in the game?

Group Exercise Part 2: For 1 or 2 of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics?

Group Exercise Part 2: For each of these aesthetic effects: What game dynamics create this effect? What mechanics make up each of these game dynamics? I.e., why does the game feel this way?

Share Results

Observations?

How was thinking about digital games different? Harder?

Coffee Time