MDA – Mechanics, Dynamics, Aesthetics – Rohan Gonzalez

For this blog, I am going to talk about Sudoku.

When it comes to mechanics, Sudoku is one large grid. The grid is nine by nine and divided into smaller three by three sub-grids. The set objective is to fill all the boxes with numbers from 1 to 9. Players are also restricted by set mechanics. These mechanics are that no numbers repeat in a sub-grid, row, or column. The puzzle is always different as well, so players do not simply repeat the same puzzle and master it.

Transitioning into the dynamics of Sudoku, players eliminate impossible numbers in certain boxes using the no-repetition rule. Over time, as experience is gained by the player, they obtain new knowledge on how clues reveal more specific and hidden information on the entire grid, opening up new strategies. A snowball effect is formed when players find one value, as it can lead to the discovery of many others. Players can also mark up the grid without actually filling in the boxes with confirmed numbers to keep track of the open possibilities.

Lastly, for the aesthetics, the game is a mental exercise for the player that challenges their thinking, ability to store information and apply it to an outcome, and their ability to deal with time constraints if such a race against the clock is involved in the more specific version of Sudoku they play. The discovery of a clue or the filling in of a box after an arduous experience of getting to that point delivers a joyous, satisfying, and rewarding feeling. Importantly, the completion of a board after great difficulty solving it gives a sense of accomplishment and relief to the player.

There do happen to be other MDAs in various altered versions of the original Sudoku, but these are the main ones.

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