2016年11月12日星期六

【2016-10-10*】Feedback of Meaningful Design


Feedback of meaningful design

What are the important things for games from the structural level. There are three points, including mechanics, dynamics, aesthetics Robin HunickeMarc LeBlanc and Robert Zubek, 2012). In MDA theory, they explain how these three interact.

Aesthetics is the foundation of the other two. The first selling point of a game design is to give a good fun experience to players. Through visual, auditory, and tactile feel, others, players can interact within the game; the purpose is to get totally immersed in the enjoyment of the game. For example, when you play Monopoly, you are a real estate / landlord it's the same when you are playing World of Warcraft, you are an explorer. Whether it is induced or catered, the purpose is not changed.

“monopoly”的图片搜索结果“warcraft”的图片搜索结果

Aesthetics include 8 aspects: SensationFantasyNarrativeChallengeFellowshipDiscoveryExpression and Submission. Some mechanic and dynamics ways are also present in these.

Robin, Marc and Robert, 2000State:- From dividing and comparing these elements, there appears its own experience for each game everyone have their own definition of aesthetics.

 So it is a big challenge to make a good game for its players. I think, we must decide the core aesthetics first. Design with a core is far better than free to add and deleting later.

Mechanics are the rules of game. It is the limit the designer sets for his players. It's the easiest part of the game designers work, it also is the farthest part of the player experience, but it sets the base for aesthetic.

There is a large database that we know about to allow designers and players to communicate in the mechanical part of the game such as the HP, magic, or even moving by W A S D. There are also a number of more stringent rules of reality that are directly related to aesthetics. If a game designer is too focused on their own personal thoughts, their game will be likely to be considered a monster.

In the interaction of aesthetics and mechanics, it produces dynamic range and it shoulders an important mission of game's playability. In other words, "dynamics "is what the player does do in the game. Such as the game's backward compensation and leading penalty mechanism. This will not make too much different between leaders and backward in a game which can make players lose interest.

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