This channel is a fresh breath from all the "game design" channels which analyze best stuff a game does shallowly, without thinking why. And other times just destroying games for the bad things they do in a high volumed quick snap like videos, you know what im saying. i respect all the work but this channel is a gem compared to others. imma watch all the videos. And this video from 2015... amazing
Great way to describe MDA. Although I've never understood why people us it as it always came of to me as far to general for most use. Coming down to "because these elements are comedy related it must be a comedy and that is why people like it" if it would be film. Personally I've always used my own analysis method, the "Player/Actor/Contestor/Toy" method. Which rather looks at the role the user takes and looks at how it supports it. Player being strategy focused in a non linear system, thus non fixed ending, (examples would be: chess, TF2, Smash, etc.) and looks at how strategy works within it. Actor being focused on bringing a story (Half-life, Gone Home, Dungeons and Dragons, etc.) and looks at how the system supports it story and at the story through a film/literature lense. Contestor being focused measuring skill differences in a predictable linear system, thus fixed ending, (Super Mario bros., Ikaruga, Smash TV, etc.) and looks at how it challenges the player. Toy being focused on the rule of cool where the interactions have no real use within it and rather only focused on awing the user (Prodeus, tech demo's, art "games", etc.) and looking at how that works within the era of creation.
relo999 The theory behind Game Design and Game Analysis is by no means complete yet. The MDA framework is a good tool for figuring out what general aspects of a game draw players in. It is also one of the very few bases we have in Game Design theory. But it is only a very broad overview of what makes a game fun for players and therefore far from perfect. There are a lot of aspects about a game which aren't covered at all by the MDA framework, which I will try to adress in future videos. Let me just clarify that the MDA framework is merely a tool you can use for analysis, it is a good base to build on. There are of course more things to take into account when analyzing a game besides the MDA framework.
No of course, The issue I have with the MDA framework is simply that it's to general. In essence its a slightly more formalized version your average gamer talk about what he find cool about the game. But aside from that I've seen MDA far more often used as a way to build a game (which uses the "from player" perspective). But I've yet to see that work on anything that I wouldn't classify as player as actor. So I'm naturally skeptical of MDA.
Good video! Got a new subscriber now! How will this series work? Will it only be broad big analytical concepts explained with a few examples, or will it be specific games being analyzed? Maybe a mix of both?
I intend to pick specific games and analyze them. During such an analysis certain analytical concepts will come up which I will then discuss more in-depth in the video. So to answer your question, it will be a mix of both.
what i do in the order to make my game is to add stuff i like in the video game i paly and try to improve and to make unic Experians but to amazing other games is only one part the jobe the do 1 game one other part is to do all the mechanics to work propley and most important to make the game to by playble not mater what mechanics the developer add for the game the made i need to by playable because if add one fun mechanic and the game is unplayable or broken the game i by disappoint for players
This channel is a fresh breath from all the "game design" channels which analyze best stuff a game does shallowly, without thinking why. And other times just destroying games for the bad things they do in a high volumed quick snap like videos, you know what im saying. i respect all the work but this channel is a gem compared to others. imma watch all the videos. And this video from 2015... amazing
This is great! you have a very in-depth understanding of the tenets of game design and you offer many new interesting perspectives! Keep it coming :)
1:25 Sensation
2:10 Fantasy
2:56 Narrative
3:32 Challenge
4:30 Fellowship
5:09 Discovery
5:47 Expression
6:23 Submission
7:18 Why are aesthetics important
Great way to describe MDA.
Although I've never understood why people us it as it always came of to me as far to general for most use. Coming down to "because these elements are comedy related it must be a comedy and that is why people like it" if it would be film.
Personally I've always used my own analysis method, the "Player/Actor/Contestor/Toy" method. Which rather looks at the role the user takes and looks at how it supports it.
Player being strategy focused in a non linear system, thus non fixed ending, (examples would be: chess, TF2, Smash, etc.) and looks at how strategy works within it.
Actor being focused on bringing a story (Half-life, Gone Home, Dungeons and Dragons, etc.) and looks at how the system supports it story and at the story through a film/literature lense.
Contestor being focused measuring skill differences in a predictable linear system, thus fixed ending, (Super Mario bros., Ikaruga, Smash TV, etc.) and looks at how it challenges the player.
Toy being focused on the rule of cool where the interactions have no real use within it and rather only focused on awing the user (Prodeus, tech demo's, art "games", etc.) and looking at how that works within the era of creation.
Not to mention MDA misses the feel of playing the game. Like why angry birds feels better to play on a tablet rather than a joystick and a button.
relo999 The theory behind Game Design and Game Analysis is by no means complete yet. The MDA framework is a good tool for figuring out what general aspects of a game draw players in. It is also one of the very few bases we have in Game Design theory. But it is only a very broad overview of what makes a game fun for players and therefore far from perfect. There are a lot of aspects about a game which aren't covered at all by the MDA framework, which I will try to adress in future videos.
Let me just clarify that the MDA framework is merely a tool you can use for analysis, it is a good base to build on. There are of course more things to take into account when analyzing a game besides the MDA framework.
No of course, The issue I have with the MDA framework is simply that it's to general. In essence its a slightly more formalized version your average gamer talk about what he find cool about the game.
But aside from that I've seen MDA far more often used as a way to build a game (which uses the "from player" perspective). But I've yet to see that work on anything that I wouldn't classify as player as actor. So I'm naturally skeptical of MDA.
Very cool series - I'll definitely be keeping up! Thank you!
Awesome, keep them coming.
Such a shame that the channel is dead...
Yeahh
it's Alive
@@ilyasha7431 What are you talking about? He hasn't uploaded a video in two years.
@@mikaxms Check the comment section on last video
@@ilyasha7431 What? This is awesome!
Hmmm... That is a cool video. Will their be more?
Wow such nice! much jordaan!
Good video! Got a new subscriber now!
How will this series work? Will it only be broad big analytical concepts explained with a few examples, or will it be specific games being analyzed? Maybe a mix of both?
I intend to pick specific games and analyze them. During such an analysis certain analytical concepts will come up which I will then discuss more in-depth in the video. So to answer your question, it will be a mix of both.
great video!!
8 years?! Well, still cool
Where would you put Hellblade Senua´s sacrifice?
Hello, did you study game development in some kind of university?
Cool
what i do in the order to make my game is to add stuff i like in the video game i paly and try to improve and to make unic Experians but to amazing other games is only one part the jobe the do 1 game one other part is to do all the mechanics to work propley and most important to make the game to by playble not mater what mechanics the developer add for the game the made i need to by playable because if add one fun mechanic and the game is unplayable or broken the game i by disappoint for players
Hey this silent "Sensation" title looked like some Lars Von Trier movie or something xd