Understanding & Analyzing Digital Games – Comprehensive Lecture Notes
Overview of the Session
- Course Context: Digital Games and Society (JOUR 1501)
- Lecture focus: “Understanding & Analyzing Games.”
- Primary theorists referenced: Jane McGonigal; Hunicke, LeBlanc & Zubek (MDA framework); Johan Huizinga & the concept of the Magic Circle (implied via Extra Credits video).
- Running example used throughout: Journey (Thatgamecompany, 2012).
McGonigal’s Four-Part Definition of a Game
“Playing a game is the voluntary attempt to overcome unnecessary obstacles.” —McGonigal
- A complete game experience contains 4 interconnected attributes:
1. Goal
- “The specific outcome players will work to achieve.”
- Functions:
- Directs attention; produces purpose.
- Orienting device that persists through entire play session.
- Example: The “line-clear” objective in Tetris or the end-boss in an RPG.
2. Rules
- “Limitations on how players can achieve the goal.”
- Purposes:
- Remove the obvious route to success, forcing exploration of a “possibility space.”
- Encourage creativity & strategic thinking.
- Example highlighted: Tetris constrains block placement (gravity, rotation limits) → emergent strategies like T-spins.
3. Feedback System
- Communicates current progress toward the goal in real time.
- Forms: points, levels, timers, progress bars, minimap pings, haptic pulses, etc.
- Psychological payoff:
- Demonstrates that the goal is achievable (“promise of completion”).
- Sustains motivation and promotes “flow.”
- Example: The EXP bar and quest log in Final Fantasy XIV.
4. Voluntary Participation
- All players willingly accept the rules & goals.
- Ensures a common set of expectations; maintains safety of the play space.
- Example: Opt-in to stealth or naval missions in Assassin’s Creed Odyssey—players can log off at will.
Interdependence & Significance
- Removing any single attribute disrupts the loop of engagement (e.g., goals without feedback = frustration; feedback without goals = noise).
- The quartet collectively distinguishes “games” from toys, puzzles, or chores.
Self-Reflection Prompts (Slide: “Task – Apply the Definition”)
- Does every digital game you’ve played contain all 4 parts?
- Can you name titles that lack a clear win condition or real-time feedback yet still feel game-like?
- Essential vs. Optional: Which elements are foundational, and which can be bent or subverted for experimental design?
The Magic Circle
- Working notion (Huizinga → Salen & Zimmerman): A bounded space-time frame where the ordinary rules of reality are suspended and the rules of the game hold sway.
- Properties:
- Entry is marked (menus, tutorials, narrative prologues).
- Exit returns players to “real life” norms.
- Pedagogical video clip length: 9!:!40 (timestamp reference).
- Relevance: Explains why actions in Journey (singing, scarf-surfing) carry meaning inside the circle but not outside.
The M.D.A. Framework (Hunicke, LeBlanc, Zubek 2003)
- A formal approach that connects designer intent to player experience.
- Three hierarchical layers:
Mechanics
- Concrete algorithms, data structures, and rule sets (e.g., gravity constant, hit-points, input mappings).
Dynamics
- How mechanics behave in real time with player input (e.g., emergent “kite” tactic in MMORPG combat).
Aesthetics
- The emotional responses or experiential “flavors” evoked in the player (fun, tension, catharsis).
- Design arrow: Mechanics → Dynamics → Aesthetics (designer’s view).
- Analytical arrow: Aesthetics → Dynamics → Mechanics (researcher’s/player’s view).
Nine Aesthetics of Play (Hunicke et al.)
- Sense Pleasure / Sensation – Game as sense-pleasure
- Ex.: Dance Dance Revolution’s audiovisual overload.
- Fantasy – Game as make-believe
- Ex.: NFL Blitz, Call of Duty campaign fantasies.
- Narrative – Game as drama
- Ex.: Final Fantasy series, The Sims, Journey’s allegorical story.
- Challenge – Game as obstacle course
- Ex.: Super Mario Bros. platforming precision.
- Fellowship – Game as social framework
- Ex.: Guild raids in World of Warcraft.
- Competition – Game as dominance expression
- Ex.: Ranked ladder in League of Legends, Magic: The Gathering tournaments.
- Discovery – Game as uncharted territory
- Ex.: Open-world exploration in Skyrim.
- Expression – Game as self-discovery
- Ex.: Creative builds in Minecraft.
- Abnegation / Submission – Game as pastime
- Ex.: Daily chores in Animal Crossing, click loops in Farmville.
Case Study: Journey
- Investigative Questions posed:
- According to McGonigal’s criteria, does Journey qualify as a game?
• Goal: Reach the glowing mountain.
• Rules: Limited jump height, scarf length, environmental obstacles.
• Feedback: Scarf illumination, glyphs, music cues, chapter titles.
• Voluntary Participation: Solo/online players choose to enter and cooperate. - Magic Circle formation:
• Wordless cinematic intro + responsive sand physics signal that players have stepped into a sacred space.
• Online anonymity (no text/voice) reinforces special social norms.
- According to McGonigal’s criteria, does Journey qualify as a game?
Why Study the Motivational Architecture of Games?
- Societal Impact: Influence on culture, economics, and politics (e-sports, streaming economies).
- Human Betterment: Serious/impact games for health, education, civic engagement.
- Cognitive Insights: Games as controlled labs for decision-making, problem-solving, and narrative comprehension.
- Technological Consequences: Each new hardware/software affordance reshapes possible mechanics and therefore possible aesthetics.
Scholar-Activist Objectives
- Categorization: Build taxonomies (genre, mechanic clusters) that aid critique and design.
- Effect Explanation: Link in-game behaviors to out-of-game outcomes (aggression studies, pro-social spillover, etc.).
- Harnessing Power: Gameful design for real-world problem-solving (crowd-science, civic simulations).
Connections to Earlier / External Concepts
- Flow Theory (Csikszentmihalyi): Balanced challenge and skill contributes to enjoyment → overlaps with McGonigal’s “feedback” facilitating achievable goals.
- Huizinga’s Homo Ludens foundations: Magic Circle stems from cultural anthropology of play.
- Behaviorism vs. Constructivism: Feedback loops can be extrinsic (points) or intrinsic (narrative resolution) → influences educational game design.
Ethical & Philosophical Implications
- Voluntary Participation can be compromised by manipulative monetization (loot boxes) → debates on informed consent.
- Feedback Systems risk addictive loops (variable-ratio rewards) → need for responsible design.
- Magic Circle Breach: Harassment, griefing break the implicit contract, highlighting governance challenges in online worlds.
Quick Numerical References (formatted per instruction)
- Total attributes in McGonigal’s model: 4.
- Number of formal aesthetics in MDA: 9.
- Publication year of MDA paper: 2003.
- Video timestamp cited: 9!:!40 (min:sec).
- Slide deck pages: 1{-}14.
Study Tips
- When analyzing a new title, explicitly map:
- Goal → 2. Rules → 3. Feedback → 4. Voluntary Participation.
- Then sift for Mechanics → Dynamics → Aesthetics, checking which of the 9 aesthetic pleasures dominate.
- Finally, ask how the Magic Circle is created, maintained, or broken.