The Power of MDA - Deepstash
The Power of MDA

The Power of MDA

Game Maker's Toolkit

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Product Management Starter Kit

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MDA: A Formal Approach to Game Design

MDA: A Formal Approach to Game Design

In 2004 an academic paper, broke down game design into 3 sections:

  1. Mechanics: the workings of the game, the rules, the systems, progression, music, artwork etc..
  2. Dynamics: how the player acts in response of those mechanics
  3. Aesthetics: how the player feels by doing the actions

ex: Doom mechanic of ammo drops on killing enemies made the player push forward, which made them feel like Rambo. 

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Stealing game mechanics the right way

Stealing game mechanics the right way

Product people steal mechanics all the time. But the good ones:

  • understand the dynamics & aesthetics the mechanics create
  • have a well defined artistic direction: "I want my players to feel scared"
  • adapt "stollen" mechanics to the desired aesthetic

ex: Alien Isolation, a survival horror game, implemented saving with automatic check-points. But they noticed that players were rushing to a checkpoint, and reloading if caught.

They wanted players to feel fear so they changed it to an unpredictable & slow event (using phones). This raised the stakes and made players act with causion. 

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Deciding on a Aesthetic Vision

Refers to the feelings you want the players of the game to get playing it. This is something that should be decided from the start:

  • "I want my players to feel calm, relaxation and peace"
  • "We want our players to feel like a badass"
  • "We want you to feel like a God emperor"

Whatever the choice, be aware some people will feel the opposite:

  • a survival game may give thrills to some people, or make others feel anxiety
  • some may enjoy a calm relaxing game, others will find it boring

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IDEAS CURATED BY

vladimir

Life-long learner. Passionate about leadership, entrepreneurship, philosophy, Buddhism & SF. Founder @deepstash.

CURATOR'S NOTE

A methodology to explain game design. Found it really useful for all product work.

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