Archive for Video Games

MDA – Mechanics, Dynamics and Asthetics

Hunicke, LeBlanc and Zubek (2004) present a framework for developing games and thinking about games research. They start from the perspective of the player and the designer as a one way communication into a product, the game.

They formalize the consumption of games to into their components, rules, system and fun. Which they extrapolate their design components.

MECHANICS > DYNAMICS > AESTHETICS

Mechanics describes the particular components of the game, at the level of data representation and algorithms.

Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time.

Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.

The authors then talk about language around fun, and how the vocabulary for “fun” is very limited. Then launch briefly into a “fun” taxonomy.

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. Submission - Game as pastime

This is interesting, and possibly useful. However how does this fit with other taxomonies? Does this cover everything one considers fun. What about other interpretations of fun? This taxonomy is Marc LeBlanc’s (author) eight kinds of fun (http://8kindsoffun.com/). Other ways of defining of categorizing fun is Nicole Lazzaro’s Four ways of fun (link). No doubt there are also some commentary from the fields of psychology.

The authors then move onto explaining the model. They feel it best to start from the user perspective, with aesthetics. This idea of starting the game design process from the user experience point of view is not new and shared by many designers (including Kevin Werbach, Gamification Design Framework). The model is very simple and the about definitions of the steps give most of it away. However, here are some choice quotes for each step that may be of use.

Aesthetics

“They succeed when the various teams or players in these games are emotionally invested in defeating each other.” Touching on emotional investment for engaged play.

Dynamics

[Between winners and losers] “As the gap widens, only a few (and sometimes only one) of the players is really invested. Dramatic tension and agency are lost.”

Mechanics

“By applying … changes to the fundamental rules of play, we might be able to keep lagging players competitive and interested for longer periods of time.”

They conclude that simple changes to games can result in a better user experience. “In addition, by understanding how formal decisions about gameplay impact the end user experience, we are able to better decompose that experience, and use it to fuel new designs, research and criticism respectively.”

 

References

Hunicke, R., M. LeBlanc, et al. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI.

Why am I here? – Motivations for playing games online

Yee (2013) conducted a study to investigation players motivation for MMORPGs. Early he critics the lack of empirical data behind Bartle’s Player types. Noting that the player types were not mutually exclusive and in fact have a significant degree of crossover. Yee opted for a factor analytic approach, “Players used a five-point fully labelled construct-specific scale to respond” to a 40 question survey.

The Results

Yee (2013) exposed the following factors and sub components in motivation. Noting the the data identified that a high score in one factor did not suppress a high score in another factor.

Achievement Social Immersion
Advancement – Progress, Power, Accumulation, Status
Mechanics – Numbers, Optimization, Templating, Analysis
Competition – Challenging Others, Provocation, Domination
Socializing – Casual Chat, Helping Others, Making Friends
Relationship – Self-Disclosure, Find and Give Support
Teamwork – Collaboration, Groups, Group Achievements
Discovery – Exploration, Lore, Finding Hidden Things
Role-Playing – Story Line, Character History, Roles, Fantasy
Customization – Appearances, Accessories, Style, Colour Schemes
Escapism – Relax, Escape from Real Life, Avoid Real-Life Problems

 

References
Yee, N (2006) Motivation for Play in Online Games, Cyber Psychology and Behavior. Volume 9, issue 6. pp 772-775.