Mechanics, Dynamics, and Aesthetics
- M – Mechanics: the rules and systems that create the play we experience/ the math for how shooting works
- D – Dynamics: dynamics are the actual experience you’ll play those mechanics come together to create/ the running and gunning
A – Ascetics: are the underlying emotive reasons we go to that game/ the challenge or the fantasy
Eight Type of Aesthetics
- Sensation (Game as sense-pleasure): Player experiences something completely unfamiliar.
- Fantasy (Game as make-believe): Imaginary world.
- Narrative (Game as drama): A story that drives the player to keep coming back
- Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
- Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
- Discovery (Game as uncharted territory): Urge to explore game world.
- Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
- Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.