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MDA: Human Dynamics

MDA: Human Dynamics.  Dynamics. Where does the player fit into MDA?. MDA is a cognitive approach. There are other approaches. Player as Audience.  Aesthetics. Player as Component.  Mechanics. Player as Participant.  Dynamics. Game Dynamics.

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MDA: Human Dynamics

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  1. MDA: Human Dynamics  Dynamics

  2. Where does the player fit into MDA? • MDA is a cognitive approach. • There are other approaches.

  3. Player as Audience

  4. Aesthetics

  5. Player as Component

  6. Mechanics

  7. Player as Participant

  8. Dynamics

  9. Game Dynamics • We want to explain and predict the events of the activity. • Science gives us Dynamic Models. “Rules” “Activity” “Fun”

  10. Feedback System is One Example Room

  11. Chance in 36 Die roll Example: Random Variable • This is a model of 2d6:

  12. No Grand Unified Theory

  13. Q: What Dynamic Models can psychology provide?

  14. The “Scourge Factor” How might this fail? SissyFight Is Someone Winning? Team Attack! Let’s gang up!

  15. Example: Greed Catalyst Which game is harder?

  16. PowerUps = Easier

  17. PowerUps = Easier

  18. Important details • The powerup wears off • Creates an “optimality cliff” • Turns enemies into scoring targets • Encourages riskier play • “Greed Catalyst:” a “gift” that makes the player recklessly greedy.

  19. The powerup changes the dynamics of play by changing the player’s behavior. Could convince players to diverge from a “safer” gang-up strategy.

  20. Perception • I can’t act on what I can’t perceive.

  21. Change Blindness

  22. Visual Noise

  23. Attribution • How people assign blame or credit.

  24. Fundamental Attribution Error • Our own choices are rational and situational. • Other people’s choices are governed by personality and mood. Players might misdiagnose a “scourge” situation.

  25. Self-Serving Bias • Our successes are deliberate. • Our failures are not our fault.

  26. The Gunslinger’s Alibi • When I win, it’s skill. • When I lose, it’s luck.

  27. Randomness is self-serving. • Player is more tolerant of failure. • Player is more stubborn about his choices. (Confirmation bias) No need to change course in order to bring down the scourge.

  28. The Marshmallow Test

  29. Cognitive Dissonance: You have to Eat It

  30. Some Aesthetic Implications  Aesthetics

  31. Gunslinger’s Alibi • I can feel smart without making you feel dumb. • Only if there’s some randomness. • “Beginner’s Luck” • Wizards’ 70/30 rule

  32. Purloined Letter • Something the player knows about, but still doesn’t see coming.

  33. Gunslinger’s Alibi + Purloined Letter

  34. Gunslinger’s Alibi + Purloined Letter =

  35. Are these separate? Separate views only  Mechanics  Dynamics  Aesthetics

  36. Discuss…

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