📝 Report on the MDA Framework for Gamification

The MDA (Mechanics, Dynamics, Aesthetics) Framework is a lens used by game designers to analyze and understand games. It structures the relationship between the rules of a system, the resulting system behavior, and the emotional experience of the player. The video emphasizes that this framework allows designers to intentionally create a desired player experience by working backward from the aesthetic goal.


1. The Core Components of the MDA Framework

The framework divides a game into three interdependent parts:

Mechanics (M)

Mechanics are the rules, actions, and components of the game 34:52]. They are the building blocks that the designer directly creates and controls.

  • Definition: These are the rules that govern the game state, the systems for player interaction, and the resources available 34:56].

  • Examples from the video:

    • The game is turn-based until a final move, followed by a 10-second real-time countdown 25:38].

    • Combat is handled by an algorithm (a “black box”) where players don’t directly control troops 26:04].

    • Fog of war that must be tapped/explored to reveal what is underneath (e.g., cities, resources) 26:46].

    • Resources like followers are assigned to tasks (mining, searching, building) by tapping 29:15].

Dynamics (D)

Dynamics are the run-time behavior of the game system, resulting from the interaction of the Mechanics 35:21]. The designer sets up the Mechanics, and the Dynamics are what emerges.

  • Definition: This is the system behavior that emerges from the combination of mechanics 37:09]. It is still mechanical but is not directly controlled like a rule 39:33].

  • Key Dynamics Example (Decision Complexity):

    • As a level progresses and more information is revealed, the system offers the player more decisions to make 35:31, 36:21.
  • Key Dynamics Example (Combat Curve):

    • In a successful defense, the enemy numbers (barbarians) vs. player numbers (followers) initially drop slowly but then suddenly collapse due to the underlying algorithm. This is the dynamic of the math at work 38:41], 39:03].

Aesthetics (A)

Aesthetics are the desired emotional responses and sensations that the player experiences while interacting with the game system 24:11]. This is the ultimate goal of the design process.

  • Definition: The sensations and feelings the player gets, or what the player takes away from the game 22:04], 41:47].

  • Examples of Aesthetics (or “Fun”): Exploring, inhabiting a role, overcoming a challenge, or simply alleviating boredom 22:52].

  • Relationship to Dynamics: The combat curve (Dynamic) creates a sense of dramatic tension and excitement (Aesthetic) when the outcome is uncertain 42:15].

  • System Aesthetics: The focus of the framework is often on aesthetics that arise purely from the system of mechanics working together, independent of art, sound, or story 45:47].


2. Nuances and Gotchas for Designers

As an expert summarizer, here are the key warnings and subtle points (gotchas) about applying the MDA framework, particularly for gamification:

GotchaDescriptionTimestamp
The Player’s Perspective is ReversedThe designer proceeds M → D → A (Mechanics create Dynamics create Aesthetics). The player, however, experiences A → D → M. They first feel the Aesthetics, then try to understand the Dynamics, and eventually might deduce the underlying Mechanics [08:26], [24:11].[43:18]
“Desirable” Aesthetics are Not GuaranteedWhile the paper calls them “desirable experiences,” the resulting aesthetic may be negative, such as confusion or a lack of control, which are usually not intended by the designer [24:17], [24:26].[24:26]
Dynamics Are Not AestheticsIt’s a mistake to conflate a Dynamic with an Aesthetic. The combat collapse curve is an algorithm working (Dynamic). The resulting feeling of anxiety, suspense, and ultimate relief (cheering) is the Aesthetic that the Dynamic successfully generated [39:33], [42:15].[39:39]
You Must Observe Player FeelingsDesigners must explicitly ask playtesters what they are feeling (“How do you feel about that?“) [43:26]. You cannot rely solely on your own assumptions about how your mechanics will interact to generate emotion [44:04].[44:55]
The “Happy Accident” DynamicMechanics may interact in an unexpected way that creates a dynamic you did not plan for. This accidental discovery can sometimes result in an unexpectedly cool aesthetic that you should embrace and explore further [44:28].[44:49]
Players Only Care About the AestheticThe player doesn’t care about the amount of work or complexity the designer put into the Mechanics; they only care about whether the game makes them feel the way they want to feel while playing [47:00].[47:05]