How To Think Like A Game Designer

Game Maker's Toolkit
17 Feb 202313:07

Summary

TLDRIn this video, Mark Brown explores the crucial relationship between game mechanics, player behavior, and emotional impact through the MDA framework (Mechanics, Dynamics, Aesthetics). Using examples like *Alien: Isolation* and *Zelda: Breath of the Wild*, Brown emphasizes the importance of aligning game mechanics with the desired player experience. He discusses how small changes in mechanics can significantly alter gameplay dynamics and evoke emotions, stressing the need for designers to understand why mechanics work and how they shape player emotions. Playtesting and a clear emotional vision are key to creating cohesive, immersive games.

Takeaways

  • 😀 The initial save system in *Alien: Isolation* used invisible checkpoints, which made the game feel less tense and more carefree for players.
  • 😀 Game designers must understand how mechanics from other games impact player behavior and emotions before incorporating them.
  • 😀 The MDA framework breaks games down into three parts: Mechanics (the rules), Dynamics (player actions), and Aesthetics (player feelings).
  • 😀 Mechanics directly affect dynamics and aesthetics, influencing how players act and feel in response to gameplay elements.
  • 😀 Borrowing mechanics from other games can be helpful, but it's crucial to understand why those mechanics work in their original context.
  • 😀 Game designers should carefully craft mechanics that align with the emotional experience they want to evoke in players.
  • 😀 MDA analysis helps designers predict how changes in mechanics will alter player behavior and feelings, guiding them toward the desired outcome.
  • 😀 The emotional response players feel is subjective; mechanics that evoke fun for one player might cause anxiety for another.
  • 😀 A strong game vision, like 'thrill of the unknown' for *Subnautica*, helps guide the selection of mechanics that fit the intended emotional experience.
  • 😀 *Alien: Isolation* changed its save system to make saving a tense, high-stakes experience, aligning with the game's horror themes.
  • 😀 It's important to balance mechanics with player skills and abilities, as different players may have varying emotional responses to the same gameplay elements.

Q & A

  • What was the initial save system used in Alien: Isolation, and why was it implemented?

    -The initial save system in Alien: Isolation automatically cached data when players reached invisible checkpoints scattered across levels. It was implemented because it was simple, easy to understand, and similar to how save systems worked in many other games.

  • Why did the developers of Alien: Isolation rethink their save system?

    -The developers reconsidered the save system because players felt safe knowing that dying would only result in losing a few minutes of progress. This led them to wander around the space station without fear, which was not ideal for a horror game designed to be tense and terrifying.

  • What does the MDA framework stand for, and what are its components?

    -MDA stands for Mechanics, Dynamics, and Aesthetics. Mechanics describe the game’s rules and systems, Dynamics cover the player's behaviors and actions in response to those mechanics, and Aesthetics refer to the emotional responses that those dynamics provoke in the player.

  • How does changing a game's mechanics influence its dynamics and aesthetics?

    -Changes to game mechanics, such as limiting ammo or adjusting movement speed, will directly alter the player's behavior (dynamics). This, in turn, will change how the player feels (aesthetics), potentially shifting emotions like fear, disempowerment, or empowerment.

  • Why is it important for game designers to understand the mechanics of other games they draw inspiration from?

    -It’s important because mechanics from other games may not work in the same way in a different context. Designers need to understand the impact of those mechanics on player behavior and emotions to ensure they align with the intended experience of their game.

  • How did the save system in Alien: Isolation affect the player's experience?

    -The original save system made players feel less tense because they knew death would only result in a minor loss of progress. This diminished the game's horror and tension. By altering the save system, developers aimed to make the act of saving itself a tense, fear-inducing experience.

  • What does the term 'aesthetics' refer to in the MDA framework?

    -In the MDA framework, aesthetics refer to the emotional experiences the player has while engaging with the game, such as feeling powerful, sneaky, creative, or scared, based on their actions within the game.

  • Can you give an example of a game that used the MDA framework to enhance player experience?

    -DOOM (2016) is a great example, where the game’s mechanics, such as fast-paced combat and aggressive movement, align with the game’s aesthetic of being an unstoppable predator. Every element of the game, including the soundtrack and visuals, reinforces this feeling.

  • What challenge did the developers of Flower face when designing the game?

    -The developers of Flower initially included mechanics like level-ups, resource management, and time constraints. However, these went against the game’s intended aesthetics of relaxation and peace, so they were removed to better align with the game’s vision.

  • How do subjective aesthetics affect player experiences in different games?

    -Aesthetics in games are subjective; a mechanic like a time pressure or scoring system might feel exciting to one player but stressful or discouraging to another. These differences are often influenced by the player's skills and preferences, which makes it crucial for designers to consider their intended audience when choosing mechanics.

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関連タグ
Game DesignMDA FrameworkHorror GamesGame MechanicsPlayer BehaviorAlien: IsolationGame DevelopmentEmotional ResponseGame AestheticsDesign VisionDeveloper Insights
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