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The MDA Framework

Also called Mechanics, dynamics, aesthetics

A designer builds mechanics, a player experiences aesthetics, and the dynamics in between are what neither controls directly.

The framework's value is the direction of travel: designers work from mechanics forward, players encounter the result backwards, and the gap between them is where design fails. It also insists that aesthetics is a plural, listing several distinct pleasures rather than treating fun as one thing.

In practice

  • A rule added to encourage cooperation produces an alliance that ends the game early, and the rule was working.
  • A policy is written as a mechanic and experienced as an insult, and nobody in either place sees the middle.
Further reading
Wikipedia
Subject
Play & Game Design
Essay
Small worlds with visible rules

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