Concept

MDA

You might say: Mechanics, Dynamics, Aesthetics

MDA links designed mechanics to run-time dynamics and then to the aesthetic experience the player feels.

What it does
Provides a shared lens for moving between rules, behaviour and experience during design and tuning.
Ask
Which mechanic creates which dynamic, and which experience is that dynamic meant to support?

Parts

Sources

  1. Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research, pp. 1–4Mechanics 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 othersí outputs over time.
  2. Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games, author article: intended experience, player perception and interactionUX as a discipline incorporates knowledge and methodologies from behavioral sciences
  3. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Now, About That MDA Framework Thing…: mechanics, dynamics and aestheticsThe Dynamics emerge from the Mechanics, and the Aesthetics arise out of the Dynamics.

Use it on your project

teardown-apply: hold "MDA" (mda-framework) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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