my first thoughts about this was that they where not as straight forward as I had just based only what definitions I already knew about mechanics and aesthetics. and while my what I knew about mechanically how systems worked in games I didn't realise aesthetic could also refer to emotional response and how this is a simplified method of chatagoising how the base mechanics or rules of game translate to the dynamic response the player has and the emotional response you have to the game. its why portal is technically an FPS due to it being a first person shooter and while it does have the base mechanics of point and shoot it does not have the aestic or vibes as call of duty or action based shooters. and how to identify the only changes you can make are based in the mechanics to tweak the players aesthetics
The basic concept of the MDA framework by Hunicke et al.2004 |
Hey Eimear,
ReplyDeleteit's me again and I was reading through your project game ideas and I can see the ones with the simulators are funny like having a world to communicate online with friends I also used to enjoy watching SIM play true games and I can see your other idea is a rhythm based platform are where you mess with the state the song I wish we could make it to the game probably sounds a bit easier
As I'm reading to your mechanic dynamic and aesthetics
it's quite difficult to have them sorted out completely the mechanics anaesthetics you seem to know already while well you didn't know the aesthetics also means emotional response and I also learned that during the lecture UN mechanics are the rules of the game did a dynamic response I can see that the first person shooter is basically the mechanics pointing out to the shooter