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GameDesignMDA_v1

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Created: 5/6/2026

Authors and audits a Mechanics-Dynamics-Aesthetics breakdown of a game per Hunicke, LeBlanc & Zubek (2004). Implements the closed eight-kinds-of-fun aesthetic taxonomy (Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission), enforces bidirectional traceability between mechanics and aesthetics through dynamics, and supports four traversal modes: top_down (designer M->D->A from a brief), bottom_up (player/critic A->D->M from observed play), tune (mechanic-level deltas to close an aesthetic gap surfaced in playtest), and repass (the paper's three-passes pattern: same mechanics retargeted at a different audience). Cognitive-only. Species-agnostic; pairs naturally with GameDesignConcepting_v1 (consumes a brief artifactId) and GameDesignPillars_v1 (cross-references pillar coverage).

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