So in order to create my heuristics I'm using the MDA framwork but I've had to modify it for games driven by emotion. Check out my changes and tell me what you think.
Reminder - some context
Essentially I’m trying to come up with a set of heuristics which designers can use when designing ‘empathy games’. This is the general idea:
The original MDA framework:
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MDA Framework (LeBlanc, 2005) |
I modified it based on researching games with are emotionally driven. From the design process, it seems that when designing for emotionally driven games it’s often backwards from the traditional way of game development. However, it can be argued that mechanics, dynamics and aesthetics are flexible… they can be moved around between the input - ‘emotion’ and the produced ‘feeling’ output.
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Modified MDA framework |
I'm not going to be using this to help me create my heuristics. It gives me a lot of structure to work with when analysing empathy games and research. I'm using post-it notes to get my thoughts out on paper while I move them around. Here have a look:
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Post-it notes! |