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Okay, so during the development of Alien:
-
Isolation, the game had a
pretty basic save system.
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It would automatically cache your data
whenever you tripped invisible checkpoints,
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which were dotted throughout each level.
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It was added because it was easy to
implement, simple to understand - and,
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in truth, because that's how saving
worked in pretty much every game.
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Design director Gary Napper
said "like any development team,
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we all play a lot of games
and each have our favourites.
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Often our decisions and choices
are coloured by the games we play".
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But...
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as development went along,
the team started to question
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if this save system was actually the right choice.
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You see, because players knew that if they died
they'd only lose a couple minutes of progress,
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they would just waltz around the space
station without a care in the world.
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Not ideal...
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in a horror game.
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*Alien scream*
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So while these checkpoints might
have worked in Call of Duty and
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Bioshock - Napper says it was "not
the right approach when making a
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game that is designed from its core
to terrify and put people on edge".
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Because here's the thing.
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It's totally fine to take
influence from other games.
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Many designers borrow mechanics from
their favourite titles - often evolving,
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combining, and remixing them into something new.
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But: it’s essential to understand
why those mechanics work in one game,
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before copying and pasting them into yours.
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How do you do that? Well, I'm Mark
Brown, and this is Game Maker's Toolkit.
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Alright, so...
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way way back in 2004, , three game designers
got together and wrote an academic paper,
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featuring a framework that would prove to be
perfect for analysing the mechanics in games.
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It's called MDA, and it
breaks games down into three,
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neat sections: mechanics,
dynamics, and aesthetics.
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Mechanics describes the actual workings
of the game: like the rules, the systems,
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what the buttons do, and all of
the individual stats and numbers.
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For example, one mechanic could be the
maximum amount of ammo the player can
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hold - and we could set that number really high.
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Then, dynamics is how the player acts and
behaves, in response to those mechanics.
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So because the player has tonnes of
ammo, they may storm into battle,
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and shoot wildly in the general
direction of every enemy they spot.
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And, finally, aesthetics - not to be
confused with the graphics or the art style.
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Here, aesthetics is how the player
feels when acting in that way.
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Their emotional response.
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So this wild shooting could
make you feel reckless,
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powerful, unstoppable - basically, like this.
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*Machine gun fire*
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To put it another way - mechanics happen in the
code, dynamics happen in the player's actions,
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and aesthetics happen in the player's feelings.
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Now, unfortunately, game
designers can't just go inside the player's head
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and directly alter their actions or feelings.
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But they can change the code -
and because MDA describes a casual
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relationship, these changes will cascade
down and alter the dynamics and aesthetics.
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For example, if we tweak that knob
the other way, and massively limit
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the player's ammo stash, that's definitely
going to change the player's behaviour.
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Now, they will act cautiously before heading
into battle, or might not engage enemies at all.
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Every shot fired will be done
with careful consideration,
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and more time will be spent hunting
for ammo in the environment.
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And this will lead to
completely different aesthetics:
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like disempowerment, fear, and caution.
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So, this MDA framework takes mechanics -
and then puts them into a wider context,
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which asks 'how do they make the player
act, and how do they make the player feel?'
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And we can use these questions to analyse
the mechanics in the games we play.
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Like, we could ask 'why do swords
break in Zelda: Breath of the Wild?'.
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Well - how does that change player behaviour?
Maybe players will rely less on direct attacks,
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and so spend more time sneaking past enemies,
or finding creative ways to ambush foes.
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It will certainly encourage players
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to use different weapons - and
constantly seek out new ones.
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It can also lead to exciting moments of
drama in the middle of a fight - (so far
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I've used dynamics to refer to player
actions, but dynamics can also be used
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to describe consequences that might
bubble out of the game's systems).
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So how does that feel? Well, it
could make you feel underpowered,
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it could make you feel crafty and creative, and
it will likely make you feel like an explorer...
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in a world that's decaying, and falling apart.
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If there's one hard part of this analysis process,
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it can be putting words to the subconscious
feelings that arise when playing games.
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We're looking for way more than just "this
game was fun", - we're looking for strong,
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emotive feelings like, this game
made me feel powerful, creative,
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sneaky, tense, intimidated, curious,
deceitful, cooperative, flustered.
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So MDA lets us see game mechanics as powerful
vessels for delivering emotions to players.
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And so when borrowing mechanics from
other games - or making entirely
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new ones - you can pick ones with
associated dynamics and aesthetics
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that will compliment the rest of your
design - and avoid ones that will clash.
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For instance, designer Jenova Chen says that
the game Flower once had a level-up system,
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spells you could cast, resource management,
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and time limitations - expected
features of other video games.
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But they all had to go,
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because they went against the intended
emotions of relaxation, calm, and peace.
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Chen says "we’ve played so many games
growing up these bad habits form.
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A lot of the time we like to make things very fun,
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but fun doesn’t always help the
emotion you want to deliver".
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That's why it's useful to truly understand your
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game's vision - the overarching feeling
or experience you want to give the player.
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Because if you know you want to make the player
feel, say, scared, then you know you'll want
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to pick mechanics that induce feelings of
fear, dread, isolation, and disempowerment.
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That vision could be a single
statement: Subnautica was based
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around the phrase "thrill of the unknown",
and every mechanic had to suit this idea.
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Resident Evil Village was built under the
banner of "struggle to survive" - and so
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when playtesters hated the game's messy combat,
the designers could use that phrase as, like,
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a lodestar to rebalance and
rethink the game's mechanics.
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The vision could also be a fantasy
that you're trying to deliver.
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Perhaps you want the player to feel like
Batman, or an assassin, or a world leader.
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It could be a feeling - like how
Flower tried to make you feel relaxed.
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Or it could be a specific experience
- when making FTL, the devs said their
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starting point was "we wanted to recreate
the atmosphere of commanding a starship".
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With a strong vision in mind,
it becomes easier to evaluate
-
whether game mechanics are the right
choice for the game you're making.
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And, of course, it goes beyond game mechanics.
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All the other elements in the game, like
visual style, music, animation, story,
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colour, camera framing,
and so on - those all create aesthetics too.
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(Just, without the dynamics bit).
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For example, Dead Space composer Jason
Graves said that EA originally requested
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a predictable sci-fi soundtrack for the
game - full of electronics and drums.
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"After we did that first little
piece of gameplay," says Graves,
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"EA came back and said that
it wasn’t scary enough.
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The music made players feel heroic,
and they wanted them [to feel] scared."
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And ultimately I think games are most clear and
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coherent when absolutely everything
is pointing in the same direction.
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Jenova Chen says "all the elements have to
sing the same notes to make the impact strong".
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Perhaps the best example of this
- for me - is DOOM, from 2016.
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It also had a strong vision statement
- in this case, "push forward combat".
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And pretty much everything in
the game supports this statement.
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You can see it in the game mechanics
- from the rapid movement speed,
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to the way you pounce on enemies to get health,
to the way certain demons are told to run away
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from you - every feature pushes you to race
towards enemies like an unstoppable predator.
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And that's supported by the non-game
elements, like the heavy metal soundtrack,
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the violent animations, and the Doom
Slayer's visual design and personality.
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Of course, none of this as easy as
I'm making it sound - and there are
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so many other considerations
to make when designing a game.
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For starters, a game isn't just one mechanic - but
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hundreds, perhaps thousands if
you want to go super granular.
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My interactive video essay, Platformer Toolkit,
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shows how a single character can be defined by
dozens of distinct stats - which could change
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the game from feeling like Inside,
to feeling like Super Meat Boy.
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And these mechanics interact, overlap,
and can even undermine each other.
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In The Callisto Protocol,
you have very limited ammo,
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which is intended to make the player
feel underpowered and fearful.
-
Buuut, you also have a one-button,
insta-kill stealth attack with a
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slick animation - which can make
you feel powerful and unstoppable.
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Also, while you can make best guesses about how
a player will act in response to a mechanic,
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you can't know for sure until
you do a lot of play-testing.
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Players might misunderstand or ignore a mechanic
- or do something completely unexpected.
-
Sometimes that's a fun, emergent behaviour
- like the flying cars in Rocket League,
-
which suited the vision just fine,
and so could be kept in the game.
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But at other times it can create degenerate
strategies that undermine your emotional goals.
-
Going back to Alien: Isolation, the
automatic checkpoints meant that if
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you got jumped by the Xenomorph, a
smart strategy was to just beeline
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it towards to the next checkpoint,
get killed, and respawn in safety.
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Furthermore, sometimes you want to have different
emotions, at different times in the game.
-
And so will need to change
the mechanics accordingly.
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If the story depicts a character who
starts out weak and naive - but ends the
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game feeling competent and powerful, how could
you reflect that growth in the game mechanics?
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And finally - and perhaps most importantly
- aesthetics are, ultimately, subjective.
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A scoring system might make one player feel
competitive - and eager to replay every level.
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But it could make another player feel
judged - and eager to get a Steam refund.
-
Time pressure might feel fun and exhilarating
to one person - but anxiety-inducing to another.
-
And this is often related to skill and ability.
-
Take the new Tango game, Hi-Fi Rush:
it clearly wants you to feel like a
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rockstar as you brawl along to the beat -
but as someone with zero musical ability,
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I just felt like a bumbling idiot.
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At the end, I’ll recommend a video about
balancing a fantasy with differing player skills.
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So, going back to Alien: Isolation - the team
eventually tried a different save system.
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Something closer to older games.
-
Now the game features a small number of save
points that you have to operate manually.
-
And - to make things worse - it takes
a while for the save point to turn on,
-
and for your game to actually save...
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giving the alien a chance
to sneak up and kill you.
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And this new mechanic changed
everything - completely altering
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the player's behaviours and emotions.
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"We were afraid," says Napper.
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"If we didn’t make it to the save point and
successfully save, we would lose our progress.
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Saving became tense.
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Looking for a save became tense. The simple act of
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saving had become supportive to the game's
driving factors of terror and isolation".
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So - it's fine to borrow game mechanics -
but you need to understand why they work.
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MDA is a powerful tool for this because
it helps us predict how a game mechanic
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will make players act, and make players feel.
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If those feelings compliment the
vision for your game - then awesome.
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If they clash, then they probably need to go.
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Because, when it comes to picking, pinching, or
producing game mechanics - you should listen to
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Shovel Knight studio Yacht Club Games, who says
"it depends on the game you are trying to create,
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the emotions you’re trying to evoke, and the
experience you want your players to have".
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Hey, thanks so much for watching! This
video was originally given as a lecture
-
at universities in London,
Breda, Boden, and Skellefteå.
-
If you'd like me to visit your school,
-
please get in touch - you can find
my email in YouTube's about section.
-
I'm also going to GDC next month, so if you
see me - say hi! For now, though, click here
-
to watch that video about delivering a specific
fantasy, to players of different abilities.