Formal Models for Game Analysis: The MDA and 6-11 Frameworks Roberto Dillon DigiPen Institute of Technology Singapore rdillon@digipen.edu About me Overview The need for an analysis framework MDA Mechanics – Dynamics - Aesthetics Reference: Hunicke, Le Blanc, Zubek: “MDA: a Formal approach to Game Design and Game Research”. Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf The „6-11 Framework“ Case Studies Step by Step approach Conclusions / Q&A The need for an analysis framework What makes “good” Game Design? Game Designers explain their approaches in very subjective ways Need for a “pragmatic” approach that tries to be as objective as possible Need to break down a game at different level of complexities and analyze their relationships. MDA: Game Components Mechanics Dynamics Game rules, the basic elements/actions by which the game is played How to play the game Gameplay, what happens by applying the rules What to do in the game, Player's behaviour Aesthetics Emotional response by the player Example: Commerce Game Mechanics Dynamics Buying Selling Travelling Trading Aesthetics Greed Anno 1404 © 2009 Ubisoft Where to start? Aesthetics The most difficult part to understand and master How do players feel when they play? What do players really want? What triggers „Fun“?? MDA Aesthetics Model Eight kinds of Fun based on: Sensation (e.g. pleasures) Fantasy (e.g. role playing) Narrative (e.g. Storytelling, game as drama) Challenge (e.g. problem solving, obstacle course) Fellowship (e.g. social framework) Discovery (e.g. uncharted territory) Expression (e.g. self discovery) Submission (e.g. Game as pastime) „6-11 Framework“ Alternative Model for analyzing game aesthetics : „Fun” as an outcome from engaging the player through basic emotions and instincts 6 Basic Emotions 11 Instinct Their correspondences/relationships Easy to relate these to game dynamics and mechanics Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 Emotions Instincts SURVIVAL 생존 FEAR 무서움 ANGER IDENTIFICATION 신분증 COLLECTING 분노 GREED PRIDE 자존심 SADNESS 탐욕 AGGRESSIVENESS 공격성 COMPETITION 슬픔 REVENGE JOY 기쁨 EXCITEMENT 수집 경쟁 복수 PROTECTION/CARE보호 / 관리 흥분 CURIOSITY 호기심 COLOR APPRECIATION 색깔 감사 COMMUNICATION 커뮤니케이션 “On the Way to Fun” “On the Way to Fun” In general: Emotions trigger instincts that push the player to act Easy to link instincts to game dynamics and mechanics “On the Way to Fun” - Expanded „6-11 Framework“ in practice Battlezone Pac man Toribash Angry Birds The Legend of Zelda: Twilight Princess Battlezone (Atari, 1980) Pac Man (Namco, 1980) Toribash (Nabi Studios, 2008) Angry Birds (Rovio, 2010) Collecting And for AAA games? • Simple, core sequence • Gets expanded through different… • • Missions and Quests Levels Legend of Zelda: Twilight Princess Identification Protection Pride Joy Legend of Zelda: Twilight Princess Identification Collecting Protection Survival Curiosity Pride … Joy Legend of Zelda: Twilight Princess Hoard Goats Collecting Herding Racing to an end Pride Riding Joy Legend of Zelda: Twilight Princess Escaping from the dungeon Legend of Zelda: Twilight Princess Escaping from the dungeon Curiosity Survival Racing to an end Fighting Exploring Listening to Spirits Anger Moving around, digging Using wolf “senses” Revenge Excitement Running Jumping Biting Legend of Zelda: Twilight Princess Faron Woods: Tears of the Light Spirits Collecting Curiosity Pride Excitement Joy Exploring Locating bugs Using wolf senses Running Crushing Bugs to pick up the tears Analyzing a game, step by step Play the game Determine the main aesthetics and how they develop into the player's experience by using the „6-11 Framework“ Draw the „On the way to Fun“ diagram Relate instincts to game dynamics Explore how dynamics are obtained (i.e. analyze mechanics) Not sure? Go back to Step 1! ;) Conclusions • • • Importance of MDA approach to understand how game works The “6-11 Framework” to analyze Aesthetics and relate them to Dynamics and Mechanics Can work for any game Thanks for Your attention! 귀하의 관심을 주셔서 감사합니다 질문이 있습니까 ?