I have been chatting with several people about my last post, MDA for Tabletop Adventure Games. In particular, Sam Sorensen posted his thoughts on the framework—suffice to say, he is not a fan and does not feel the model applies to tabletop games and, in many cases, not even video games.
I appreciate the discussion I’ve had on this subject – and I’m a big fan of Sam’s and find many kindred points in his post, especially in his New Simulationism pamphlet, which purports a play perspective very close to my own and many of us flag-waving in the FKR (although I am a fan of dropping pretty much all terminology that got associated with the Forge, of course “Simulationism” predates that place, so it is very much ingrained into the hobby and I need to get over myself about that).
Speaking of FKR, a big reason I’ve been gung-ho about that gaming culture and why I even posted about MDA was that I am specifically interested in discussing how interactions elicit different emotional responses among people. The interaction of coordinating play tests in video games that held MDA (at least lightly) reminded me of how I view referees and players iterating over the techniques they use at the table.
This is not meant to be dismissive, but in many of these conversations, I almost feel like we sometimes get stuck in the whole “self-reference” Russel Paradox of set theory. The details of this paradox aren’t super important to this discussion, but suffice it to say that it is easily circumvented through axiomizing the details. If we have a problem of “who shaves the barber!?” given the condition that “the barber shaves all men who don’t shave themselves,” – create a new theory where you add an exception to this, and see if anything breaks down.
Coincidentally, when working in research and development for video games, I often dove into this kind of discussions quite a lot. I would cite something for potential reference, usually an experimental game or toy, and the first response I would receive would be, ” But is it a game?” To which I’d shrug and say, ” Whether it is or not, by whatever definition you have, I still wanna look at it for potential influence.” Determining what is a game can be enlightening, fun, whatever – it’s just not something that currently interests me.
I honestly couldn’t care less about “defending” MDA from a strict “does everything in this paper line up with what we now know” standpoint. I think it was born out of a very specific context, and while it was doing a lot of trailblazing, I do not think every statement contained within was ironclad. I am more interested in looking at my personal experiences with the model and asking, “Can I extrapolate/adapt this to make running games more fun for me and my players?” Maybe yes, maybe no.
Defining an MDA-like
So, given what I said about definitional arguments, let me post how I see an MDA-like (or MDA– or MDA++ or pMDA or however you wanna phrase it – I care absolutely nothing if people see this as an extension/adaptation of a theory or something else) working for tabletop adventure games.
Note the emphasis on adventure games, if whether or not this is applicable to story games or solo games or lyrical games, or anything else is not my current concern. This is not to disparage these games, they’re just not in scope of what I am thinking about.
Also note that in game studies, there is generally no consensus on what things like a “game” or “rule” is, so I am not proposing these are universally definitional, rather just short hand for the following ideas when talking in this context.
So an Adventure Game is outlined by Retired Adventurer in this post.
The word Game in this model refers to an instance of play. Sometimes we’ll use “game” as shorthand to refer to the idea of, general assumed rules and procedures, and culture of a particular adventure game title (eg. the “game” of Dungeons & Dragons), but really all that matters is what is living at the table (and to a lesser degree, how it is discussed/remembered in retrospect).
To me, every player and referee in an adventure game is a Designer. I don’t think there’s any special privilege to anyone who has produced a rulestext. Every game being a social interaction obviously changes dependent on who is involved – each game is designed by the participants, even if this “design” is just how they make rulings out of pre-existing rules, or if they’re coming up with their own defined rules (or many more cases).
Mechanics are all the rules, procedures, ludemes, fictional facts, etc. as they exist – on paper, or in peoples’ heads, or anywhere else. I know Sam wanted to distinguish mechanics as mechanisms as “instrument of play,” but I think we all kind of know that is not how roleplayers refer to mechanics, and honestly fit with the definition as I learned it in my game design courses (as well as many books on the subject). Things like “Roll a d20 and add your to-hit bonus, compare to your opponent’s armour class, and if you meet or succeed you hit” is an example of this. Also “falling into lava kills you,” as well as “the referee describes the world – ask questions to clarify then declare intent.” Basically its the idea of how anything gets resolved in game.
Dynamics are the actual reified moments of play where humans interact with each other and the Mechanics. So “rolling to hit” as outlined above is not a Dynamic, but when Joanna says what she’s doing, the referee asks her to roll to hit, and then she does is a Dynamic.
The way we perceive these Dynamics produce emotional responses, which are fine to call Aesthetics. I copied the original eight kinds of fun in my previous post – I certainly don’t think they are exhaustive, and I think when applied to tabletop there’s quite a few interesting bits of overlap and places we split some “types” of fun, and call out particularly interesting, recurrent unions between multiple types.
Note that Mechanics and Dynamics are definitely infinite, and they are mutable, within the same Game, sometimes even moment to moment. In one instance you may decide to use a traditional D&D to-hit roll in combat. In the following instance you may decide that in the current world context, or even social context (eg. its getting late let’s wrap this up we can imagine how its going to go) and elide this roll or use an entirely different mechanic. Sometimes you use rules to “zoom in” and de-abstract procedures, other times you “zoom out” and do the reverse.
I don’t think this breaks the model by any regard – each of these instances are themselves dynamics, and they’ll produce various aesthetics among the players. How, and more importantly – why they do is worth looking at. Of course dynamics and aesthetics are fractal – one emotional response accumulates and attenuates a large emotional response of the session which does for the campaign (if playing in one) which then expands out to multiple campaigns with a play group, etc. I think these are all worth investigating among a group, as they continue to drive towards experiences they want to share together.
So the above may be small fry, and for anyone looking for deeper more philosophical theory, this will either be disappointing I have spent so many words on, or seem like nothing at all. Which is fine, I’m not trying to make any real philosophical statements or not.
Why I bring up MDA is because I want to start talking about specific interactions at the table and the responses they bring up. The “Dynamics” and the “Aesthetics” terms are suitable language to use as short-hand here.
Anyway, this was a messy, long post, but I thank anyone who read through it. Let me know what you think, especially if it includes how we can better talk about the actual, in-play interactions.