This summer I’ve been casually following Game Design Concepts, Ian Schreiber’s experimental online game design course. The curriculum has covered a number of thought-provoking concepts, but the real light bulb moment for me came in his discussion of the MDA framework1.
Robin Hunicke, Marc LeBlanc and Robert Zubek defined MDA in 2001 [PDF link]. It stands for mechanics, dynamics and aesthetics, the three layers that define a game. These words are often thrown around casually in game design discussions, but in MDA they have very specific meanings:
- Mechanics are the formal rules of the game. These rules define how the game is prepared, what actions the players can take, the victory conditions, the rule enforcement mechanisms, etc.
- Dynamics describe how the rules act in motion, responding to player input and working in concert with other rules. In programming terms, the “run-time” behaviour of the game.
- Aesthetics describe the player’s experience of the game; their enjoyment, frustration, discovery, fellowship, etc. In simple terms, what makes the game fun?

Critical Distance – Punk & Indie Games





