mda: human dynamics

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Dynamics MDA: Human Dynamics

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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. - PowerPoint PPT Presentation

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Page 1: MDA: Human Dynamics

Dynamics

MDA: Human Dynamics

Page 2: MDA: Human Dynamics

Where does the player fit into MDA?

• MDA is a cognitive approach.• There are other approaches.

Page 3: MDA: Human Dynamics

Player as Audience

Page 4: MDA: Human Dynamics

Aesthetics

Page 5: MDA: Human Dynamics

Player as Component

Page 6: MDA: Human Dynamics

Mechanics

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Player as Participant

Page 8: MDA: Human Dynamics

Dynamics

Page 9: MDA: Human Dynamics

Game DynamicsGame Dynamics

• We want to explain and predict the events of the activity.

• Science gives us Dynamic Models.

“Rules” “Fun”“Activity”

Page 10: MDA: Human Dynamics

Room

Feedback System is One Example

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2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Variable

• This is a model of 2d6:

Page 12: MDA: Human Dynamics

No Grand Unified Theory

Page 13: MDA: Human Dynamics

Q: What Dynamic Models can psychology provide?

Page 14: MDA: Human Dynamics

The “Scourge Factor”The “Scourge Factor”

How might this fail?

SissyFightIs Someone

Winning?

Let’s gang up!Team Attack!

Page 15: MDA: Human Dynamics

Example: Greed Catalyst

Which game is harder?

Page 16: MDA: Human Dynamics

PowerUps = Easier

Page 17: MDA: Human Dynamics

PowerUps = Easier

Page 18: MDA: Human Dynamics

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.

Page 19: MDA: Human Dynamics

The powerup changes the dynamics of play by changing the player’s behavior.

Could convince players to diverge from a “safer” gang-up strategy.

Page 20: MDA: Human Dynamics

Perception

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

Page 21: MDA: Human Dynamics

Change Blindness

Page 22: MDA: Human Dynamics

Visual Noise

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Attribution

• How people assign blame or credit.

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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.

Page 25: MDA: Human Dynamics

Self-Serving Bias

• Our successes are deliberate.

• Our failures are not our fault.

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The Gunslinger’s Alibi

• When I win, it’s skill.

• When I lose, it’s luck.

Page 27: MDA: Human Dynamics

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.

Page 28: MDA: Human Dynamics

The Marshmallow Test

Page 29: MDA: Human Dynamics

Cognitive Dissonance: You have to Eat It

Page 30: MDA: Human Dynamics

Aesthetics

Some Aesthetic Implications

Page 31: MDA: Human Dynamics

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

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Purloined Letter

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

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Gunslinger’s Alibi+

Purloined Letter

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Gunslinger’s Alibi+

Purloined Letter=

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Aesthetics

Dynamics

Mechanics

Are these separate?

Separate views only

Page 36: MDA: Human Dynamics

Discuss…