The bottom line
A game mechanic should be borrowed only when the behaviour and feelings it creates fit the vision of your game. The MDA framework (mechanics, dynamics, aesthetics) predicts those effects, so you can keep what supports the vision and cut what clashes.
Key takeaways
- Copying a mechanic without knowing why it works can break the feeling you want. 1:00
- Alien: Isolation first used invisible checkpoints, so players lost only minutes when they died and wandered the station without fear.
- MDA links each mechanic to how players act and how they feel. 1:53
- Mechanics are the rules and numbers, dynamics are the player's behaviour, and aesthetics are the player's emotions.
- Huge ammo capacity leads to reckless shooting and feeling powerful. Tiny capacity leads to caution and fear.
- A clear vision lets you choose the mechanics that fit and drop those that clash. 5:55
- Flower lost its level-ups, spells and time limits because they went against relaxation and calm.
- Subnautica used "thrill of the unknown" and Resident Evil Village used "struggle to survive" to judge every mechanic.
- Every other element of a game should point the same way as the mechanics. 7:43
- Dead Space music was redone because an expected sci-fi score made players feel heroic instead of scared.
- DOOM (2016) backs "push forward combat" with fast movement, a heavy metal score and violent animations.
- Predictions about mechanics are uncertain, so they must be tested against real players. 9:14
- Alien: Isolation players learned to die near a checkpoint to respawn in safety.
- Feelings differ by player. Scoring or time pressure thrills one person and stresses another.
The simple act of saving had become supportive to the game's driving factors of terror and isolation.
Gary Napper, design director of Alien: Isolation
Chapter summaries
0:00 Intro
Designers often copy a mechanic out of habit, without asking whether it suits the game they are making.
- Habit, not judgment, picks many mechanics. 0:21
- The save system went in because it was easy to build and every game did it.
- Napper: Often our decisions and choices are coloured by the games we play.
- Checkpoints suit Call of Duty and Bioshock, but not a game built from its core to terrify.
- Borrowing is fine. Designers evolve, combine and remix mechanics, but should first learn why they work.
1:33 What is MDA?
A designer can only edit the code, but the change cascades into player behaviour and feeling.
- MDA is a cause-and-effect chain from rules to emotions. 1:34
- Three designers wrote it up in an academic paper in 2004.
- Mechanics live in the code, dynamics in the player's actions, aesthetics in the player's feelings.
- Aesthetics here means emotional response, not graphics or art style.
- Designers cannot reach into a player's head, so the code is their only dial.
- With scarce ammo, every shot is considered, players hunt the environment for more, and may skip fights.
3:37 Analysing with MDA
Asking how a mechanic changes behaviour and feeling shows why it exists.
- Breaking swords in Zelda: Breath of the Wild push players toward sneaking and improvising. 3:51
- Players rely less on direct attacks, ambush foes and keep seeking new weapons.
- Dynamics can also be consequences that bubble out of the systems, like dramatic mid-fight moments.
- The feelings: underpowered, crafty, and like an explorer in a decaying world.
- Naming the feeling is the hard part. 4:40
- "This was fun" is not enough. Look for words like powerful, sneaky, tense, curious or flustered.
- Seen this way, mechanics are vessels that deliver emotions to the player.
5:04 Fitting Your Vision
A clear vision lets you pick mechanics, and every other element, that pull the same way.
- A vision can take several forms. 6:34
- It can be a fantasy, a feeling or a specific experience.
- Fantasy: feeling like Batman, an assassin or a world leader.
- Experience: FTL began from we wanted to recreate the atmosphere of commanding a starship.
- Flower also dropped resource management, and Chen notes fun doesn't always help the emotion you want to deliver.
- Non-mechanical elements create aesthetics too. 7:03
- Visual style, music, animation, story, colour and camera framing all shape feeling, just without dynamics.
- Dead Space's first score was the expected electronics and drums, and EA said it wasn't scary enough.
- Chen: all the elements have to sing the same notes to make the impact strong.
- In DOOM, pouncing on enemies for health and demons fleeing you push you forward. The Doom Slayer's look and personality back it up.
8:28 Other Considerations
Mechanics interact, players surprise designers, and feelings differ from person to person, so every prediction needs testing.
- Mechanics overlap and can undermine each other. 8:39
- A game holds hundreds of mechanics, not one.
- The Callisto Protocol limits ammo to create fear.
- Its one-button insta-kill stealth attack, with a slick animation, makes you feel unstoppable instead.
- Platformer Toolkit shows dozens of stats that can turn a character from Inside to Super Meat Boy.
- Real players can only be understood through playtesting. 9:14
- Players may misunderstand, ignore or misuse a mechanic.
- Rocket League's flying cars were emergent and fit the vision, so they stayed.
- Emotions can shift during a game. A weak, naive hero who ends up powerful needs mechanics that change with the story.
- Hi-Fi Rush wants you to feel like a rockstar, but a player with no musical ability felt like a bumbling idiot.
10:58 Conclusion
| Invisible checkpoints | Manual save points | |
|---|---|---|
| Mechanic | Auto-saves when you pass hidden triggers | Few save points, operated by hand, slow to finish |
| Cost of dying | A couple of minutes | All progress since the last save |
| Player behaviour | Wander carelessly, even die on purpose to respawn safely | Hunt for saves, guard every save |
| Player feeling | Safe, unbothered | Tense, afraid |
| Fits terror vision? | No | Yes |
A manual, slow save system fit Alien: Isolation's terror better, and the right mechanic always depends on the game.
- Manual save points made saving itself frightening. 11:03
- The team swapped to a few save points, operated by hand, like older games.
- Each save took time to turn on, so the alien could sneak up and kill you.
- Napper: We were afraid. Dying before a save meant losing progress.
- The change altered both player behaviour and emotion.
- Choosing a mechanic depends on the emotions and experience you want. 12:06
- Borrowing is fine if you know why the mechanic works.
- Yacht Club Games: it depends on the game you are trying to create, the emotions you're trying to evoke, and the experience you want your players to have.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Teaches how to use the MDA framework (mechanics, dynamics, aesthetics) to judge whether a mechanic borrowed from another game fits your own game's vision. The worth-watching example is Alien: Isolation, where swapping automatic checkpoints for slow, manual save points turned saving itself into a source of terror.
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