The MDA Framework
MDA: A Formal Approach to Game Design and Game Research is a paper borne out of talks and workshops given by its writers, Robin Hunicke, Marc LeBlanc, and Robert Zubek, with the aim to formalize the understanding of games by splitting them into three parts: Mechanics, Dynamics, and Aesthetics.
Since its inception, the MDA Framework has been introduced into game design programs as one of the chief approaches to the structure of game design. The paper is thorough and succinct, and if you are a reader of my blog you will have likely read it, or at least heard of it. In the odd case that you haven’t, do so, so that you may contextualize the ensuing discussion.
The MDA Framework is a good starting point in shaping your thinking about game design, specifically from the deconstruction point of view: it provides a neat way to separate games into “the rules”, “how the rules interact to produce gameplay”, and “the resulting fun of the game”. It’s also useful in moving towards a more unified vocabulary of discussing the structure of a game, most notably in the Aesthetics portion, where it details different types of fun, and how a game’s Aesthetic can be described by the techniques of fun that it employs.
However, there are a number of issues with the MDA Framework which are particularly relevant when looking at it through the lens of a designer or developer, especially in the context of how to apply the MDA’s discrete chunking to aid in the design process:
Inconsistent Granularity
MDA is inconsistent in its granularity, and, subsequently, much more useful to those deconstructing games: critics, researchers, and players, than to those constructing them: designers and developers. Breaking up games in these three pieces brings up a problem: while mechanics and dynamics describe tangible components of a game, aesthetics acts as a lumping of “everything else”. There is a big jump between the game’s core systems and the player’s experience. Where do we include the game’s presentation, or emotional responses that are not “fun”?
Where’s the Beef?
Being an academic paper, the MDA Framework is more focused on categorization than presenting a thorough picture of the components of a game. MDA presents games as rules->system->fun, which begs the question: Where is the narrative, content, interface, visuals, sound, feedback, and progression? No matter how hardcore a ludologist one might be, these are glaring omissions.
Categorizing Fun
In boiling down a game’s aesthetics to different types of fun, the MDA Framework leaves no room for emotional responses that are not fun. It’s easy to chalk it up to the youth of the medium, but such a narrow view of games’ emotive potential writes off their ability to create meaningful experiences, much as we might expect from a book, play, or movie.
Describing a game’s aesthetics as a collection of its fun types is not only limited, but also rather muddy and useful mostly in hindsight. In MDA terms, it’s easy to describe Quake as having the fun types of “Challenge”, “Sensation”, “Competition”, and “Fantasy” because we know what Quake is; but analyzing a game’s aesthetics as a collection of its fun types is a rather arbitrary task that makes the sweeping assumptions that everyone experiences the game in the same way, and that certain types of fun are more important or intended than others. Is Quake not also about a player-made “Narrative”, the “Fellowship” of working in teams and creating clans to support the metagame, the “Discovery” of new areas in a map or new tactics, the “Expression” of map/mod creation, and the “Submission” of firing up a quick game to pass the time?
What is it Good For?
Not absolutely nothing: while the MDA Framework does little to aid in the game design/development process, it is a good starting point in beginning to think of games as functional constructs made up of rules that act cohesively to form a system which the player then experiences. Certain core concepts it presents, such as the orthogonally opposed perspectives of designers and players, are critical and very much part of the day-to-day considerations of designers and developers. At the very least, it is an historically important paper in shaping the thinking around games and generating meaningful discussion as to their components.
Although my design process, and (as far as I understand from conversations, podcasts, interviews, etc.) that of a large part of game designers and developers is by no means formalized, the next installment of this series will outline my own MGPE Framework, which speaks more directly to the components of a game from the creators’ perspective.
To me, the useful bits of MDA when studying game design are:
1) Game design is hard because it’s a second-order problem. You create the rules, but the player experience as a result of those rules is outside of your control. As a designer you have to be aware of this.
2) The reason why “fun” is such a hard thing to conceptualize is that it’s too broad. There are many different kinds of things we find fun.
Those concepts alone are worth the time to read the paper, even if the specifics need work (in class, my students have identified a few perfectly valid kinds of fun not mentioned in MDA).
I do think your critique of “aesthetics” as “fun” is a bit of a straw man. While it is often abbreviated that way for simple discussion, I interpret the paper as defining “aesthetics” as *any* emotional response in the player, be it fun, fiero, schadenfreude, or even accidentally negative emotions like anger and frustration. While the second part of the paper does break down “kinds of fun” I think it does so mainly because at the time it was written (and still today), *most* games have fun as their aesthetic goal, so that is the obvious starting point. Games have not explored other emotions to the extent that designers today would need a breakdown of “kinds of childlike wonder” or “kinds of synesthesia” or “kinds of epiphany” or what have you… forays into non-fun aesthetics are unexplored enough that just getting in the general ballpark will set a game apart 🙂
As for the lack of attention paid to narrative and theme, this is certainly a fruitful area to extend MDA. It is perhaps outside the scope of a discussion of core systems design, but then, if MDA were exclusively about core systems it should not have mentioned kinds of fun like fantasy and narrative. Can’t wait to see how you integrate story with gameplay in the context of a game design framework!
Reading over the post I fear I might have come off overly critical of the deficits of the MDA Framework while not having praised its strengths enough.
In regards to the second-order problem of game design, as you mention, Ian, I find this to be one of the largest takeaways from the paper; it’s a fact that’s painfully obvious to anyone who has designed a game and set it loose upon the lions, but not something that’s immediately intuitive to budding game designers or those considering the career path.
As far as the critique on the focus of aesthetics as “fun” being a strawman, I can see how I may have devoted a disproportional amount of energy to illustrating this rather small problem, but it’s an oversight of the paper nonetheless. As you mention, the spirit of aesthetics points more closely to the player experience rather than forms of fun. Much in the same way I overstated this issue, MDA overstates the importance of fun in the player experience.
A game’s aesthetic includes both its capability to evoke a broader palette of human emotions as well as ancillary activities not directly related to the gameplay: the metagames of fanfiction, fansites, cross-media tie-ins, modding, level design, community interaction, creating walkthroughs, drawing maps on graph paper or Excel, even cheating. These are all part of the player experience, fun’s just the tip of the iceberg.
[…] Fig. 1 – The MDA framework by Robert Hunicke, Marc LeBlanc and Robert Zubek (2001) – Taken from: http://www.nolithius.com/game-design/the-mda-framework […]
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