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June 30th, 2021

packbat: A bat wearing a big asexual-flag (black-gray-white-purple) backpack. (Default)
Wednesday, June 30th, 2021 10:39 am

(Feel free to skip this first section if you're already familiar with the MDA framework - it's mostly just recapping the concept.)

Let's start with Sensation as an example. )

The point here is: if you remember that you want the player's sensations to be delightful, it changes how you do the low-level work. Likewise, if you want the player's attempts to overcome a challenge to be rewarding, it changes how you do the low-level work; if you want the player's efforts to discover what's in the world to be satisfying, it changes how you do the low-level work; if you want the player's experience of the game's fantasy to be engrossing, it changes how you do the low-level work. And so on for the other four aesthetics on the list in the original MDA framework paper: Fellowship, Expression, Submission (i.e. zoning out), and...

...and actually, I'm not sure Narrative fits in here. )

It's not controversial to say that writing in games is better when it's not treated as separate from everything else, but I think that goes deeper than just saying that. It's not just that the game mechanics and the writing both tell stories, it is that the game mechanics and its story both create aesthetics of play. And that changes how you do the low-level work.