William – MDA & 8 Kinds of Fun

Let’s take a fairly straightforward game, Beat Saber, a VR rhythm game.

The mechanics are quite simple compared to most other games. There are a set of songs (which we like to call maps). When you play a song, there are a set of blocks that come towards you, correspond to the pace of the music. You have a lightsaber in each hand, and your job is to cut the blocks. There’s a fairly complex scoring system relating to how well you cut the blocks, but understanding how that works is not necessary to enjoying the game.

One of the most striking difference from most other games is that there is no progression, no objectives, no narrative, and it doesn’t even seem to obviously be a sandbox or open world game. The progression comes from the player improving their skills over time, with objectives that the player sets for themselves, and I would say the challenge that arises from this is actually the most prominent aesthetic.

There is also a bit of sense pleasure that arises from hitting things to the tune of a song, as with all rhythm games.

If you become good enough at the game, then competition takes over as being the most prominent aesthetic. The ranked scene is highly accessible, and the limitless desire to become better than more players is a huge motivator for me.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.