torsdag 4 december 2014
The Game Aesthetics
In short, MDA stands for Mechanics, Dynamics and Aesthetics.
Mechanics could be the press of a button; Dynamics, what happens when the button is pressed. And the Aesthetics is the feedback of the dynamic (from using the mechanic).
(If you're into game design, you've probably heard this a million time before)
But the thing about aesthetics is that the explanation mentioned above is merely a scratch on the surface. It's more like the feedback of the dynamic, and the overall feel of the game. And everything in-between.
Some great examples for the aesthetics are the sound Mario makes when you jump. This is just plain feedback for the jump.
But an even greater example would be the sound the car exhaust makes when you throttle. Like the jump, it's feedback, but it probably gives you a feeling of how fast the car would be.
If the exhaust of a Ferrari has a monstrous roar you would most likely say "YES (!), this car is fast!". But if it hums like an electric car you would probably feel that you couldn't race a snail with it.
But then again the aesthetics is also the overall feel of the game.
A great example of this is the game "Sissyfight 2000" which is about bullying.
Now, lets start with a bad example, that I just made up.
Imagine a game where you play cards like "Bullying", "Wet willie" or "Wedgie", against one or more opponents. Each card breaks the opponents "psyche" until it reaches zero and he or her loses.
Playing the card "bullying" probably wont make you feel like you are bullying the opponent, and the opponent probably won't feel bullied. And the same would go for the other cards. Yet, this is rather common in some games.
The way you play Sissyfight 2000 is designed so that the opponent will feel bullied. This is achieved by forcing all the players openly "discuss" who will be the next person to lose. The players can then team up and "attack" that player to break it. Defending oneself is possible, but will only slow down the process.
And that's Aesthetics.
torsdag 31 oktober 2013
Game design loner
The game is in it's last phase.
Everyone in the group is leaving for GAMEX, except me, and i actually saw this as a bad thing. But today when I was working on the game, I kind of felt that it was the first day of work with pure design. Or maybe it is just the part I like the most.
During previous meetings we have been concepting about things that can happen.
Right now I'm mostly just analysing the game so that I can get a grip of what the effects will be when I make changes. And what the odds are of certain things happening, such as getting a phobia and what the odds are that a phobia will be triggered once you caught one. How much food will there be in the game, will it make the players feel safe, will it be insufficient for the players or will it be just enough for the players to survive.
söndag 20 oktober 2013
Board game meeting #4
Core system
Movement system
Food system
Board game meeting #3
Meeting #3
söndag 13 oktober 2013
Board game meeting #1-2
söndag 6 oktober 2013
Game systems, group assignment
Anyhow...
I added a few smaller token objects that (my first thought) would have a direct relationship with the bigger pieces. The relationship was that they would have the same geometric figure as presented on the bigger pieces. The new tokens came in 3 different colors; gold, silver, bronze-ish (my second thought) and came in various amounts as well (my third thought), that could embrace some form of value and competition in overcoming the pieces.
There are only half the amount of circle-tokens as there are circles on the bigger pieces. And they had the most amount of gold pieces.
The square tokens are an equal amount of the number represented on the bigger pieces, but they are all silver.
And the triangles; at first they had only the double amount that was represented on the bigger pieces, but then for some reason I thought that it would be a better idea if the amount was more than double.
Stripes could also be used, examples on the right.




