- rules and systems
- Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
- actual dynamics/mechanics
- Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
- emotional responses/total experience of game
- Aesthetics are the emotional responses evoked in the player.
Eight Type of Aesthetics
- Sensation (Game as sense-pleasure): Player experiences something completely unfamiliar.
- play it for the music or the visuals
- Fantasy (Game as make-believe): Imaginary world.
- based off of fiction
- Narrative (Game as drama): A story that drives the player to keep coming back
- about the stories and human drama
- Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
- engagement in overcoming obstacles
- Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
- focuses on social aspects
- Discovery (Game as uncharted territory): Urge to explore game world.
- uncovering hte new
- findin ghwat there is left ot find
- Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
- let you express yourself through games
- Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
- lets you zone out, take away from real world
- demonstrate our superiority over others
- knowing and delivering on core aesthetics helps sell good games
- ask yourself why should people play your game
- combine genres to reinforce core aesthetic
- find genres that you like that have similar cores
- combine genres by looking for things in one genre had and the other one doesn’t
- make sure you know how genres fit together, don’t combine according to personal preference