A presentation about the basic set of game design terminology. Also, we can see some good practices like emergent gameplay, which are excellent for small projects and teams.
5. Mechanics, Dynamics & Aesthetics
By Robin Hunicke, Marc LeBlanc, Robert Zubek
● Gives us basic terminology
● The player perceives the aesthetics built by the
dynamics made out of mechanics
● The designer designs mechanics which result in
dynamics with certain aesthetics
6. Mechanics
● Base components of a game
● Rules
● Every basic action the player takes
7. Dynamics
● The run-time behavior of the mechanics
● New dynamics may emerge from different
combinations of mechanics
● Implicitly designed
8. Aesthetics
● Emotional responses evoked in the player
● Hard to design
● The most important part of the player experience
15. Arcs and Loops
● Loops are a set of actions which the player
repeatedly takes and receives feedback from the
game
● Arcs are broken loops
16. Loops
● The player starts with a mental model
● The model conditions the player to take an action
● The game system returns feedback to the player
● The feedback causes an emotional response
17. Arcs
● A broken loop
● One time actions
● Links material in complex feedback