Research and analysis / Reading research

MDA: connecting game rules and player experience

A rule change reaches the player through what happens during play. This guide uses a timing-window example to connect MDA's three categories, then develops alternative adjustments and a way to evaluate one intended experience.

Written and edited by Game Making Notes · Sources reviewed · 5 min read

Article summary

  • Separate calculated rule outcomes from hypotheses about responses.
  • Read behavioral records alongside players' accounts of their experience.
  • Develop several tuning candidates from the intended experience.
A dungeon grid, enemies and a beat indicator at the bottom of the screen appear together. The scene requires spatial decisions about the next tile and timing decisions about the beat on which to move.

Crypt of the NecroDancer · Developer's 2015 announcement screenshot

A game screen showing movement and enemy behavior tied to the beat. Observations and player responses are needed to assess the resulting experience.

Image credit: Brace Yourself Games / PlayStation.Blog · Source page ↗ · Original image ↗

Trace a changed rule through to play experience

What might players do and feel after a timing window narrows? MDA connects the implemented rules, interactions during play and intended experience. Name each layer, then use observation to investigate the links between them.

Hunicke, LeBlanc and Zubek explain that developers and players approach this connection from different directions. Developers adjust rules; players experience the running game. The framework can also work backward from intended experience to potential adjustments.

Related primary sources: Hunicke·LeBlanc·Zubek · MDA, pp.2~4 ↗

Record different evidence in the three categories

Mechanics covers the game's data, algorithms and rules. Dynamics covers interactions between the running system and the player. Aesthetics concerns the intended player experience. To investigate that experience, keep participants' explanations with the circumstances in which they gave them.

The original example narrows a hit window from ±80 ms to ±40 ms. The same +50 ms input succeeds in the first condition and fails in the second. This is a numerical outcome. Pressing earlier, memorizing the section and retrying are possible subsequent behaviors to observe.

Related primary sources: Hunicke·LeBlanc·Zubek · MDA, pp.2~4 ↗

Three layers in the judgment-window example

Three layers in the judgment-window example
LayerExampleEvidence status
Mechanics±80→±40msChanged setting
DynamicsPress earlier or stop pressingHypothesis to observe
AestheticsWillingness to retry under tensionExperience to investigate with the participant
An actual development screenshot of VS Boss mode. Players remember a demonstrated pattern and counterattack.

CAT BEAT : Wake the Beat · Development screenshot

The VS screenshot shows targets, inputs and results. The framework below sets out how to investigate players' feelings about tension and fairness through further evidence.

Image credit: Level Up Today · Source page ↗ · Original image ↗

Keep several hypotheses for one rule

Consider both the hypothesis that a narrower window prompts closer listening and the hypothesis that players stop pressing after a miss. Label both as predictions before testing. Define the intended experience as understanding the failure and wanting to retry despite tension.

Change conditions within the same task, song and device. Record input timestamps, pauses, retries and speech. Ask participants about tension and fairness, and interpret behavioral counts alongside those responses.

Fix the rule; leave the response as a hypothesis

Fix the rule; leave the response as a hypothesis. The ±80→±40 ms change and +50 ms input are original numerical examples. Dashed connections remain to be observed.

Editorial diagram · The ±80→±40 ms change and +50 ms input are original numerical examples. Dashed connections remain to be observed.

Columns: rule → possible behavior → experience question. Solid lines=calculated outcome; dashed lines=hypotheses to test.

On smaller screens, scroll the diagram horizontally. Enlarge diagram ↗

Values and sequence shown in the diagram
  1. +50 ms: hit → miss
  2. Possible behavior: press attentively / stop pressing
  3. Experience question: is the failure understood, and does the player want to retry?

Read a real example of actions tied to rhythm

The developers' introduction to Crypt of the NecroDancer explains how player movement and enemy actions follow musical beats. Players must choose a direction while keeping time, making it possible to examine the rules alongside decisions made during play.

Developing observation questions about attention, anticipation and tension is an editorial application of MDA. Separate the creators' feature descriptions from newly proposed experience hypotheses. CAT BEAT's versus screenshot similarly provides evidence of input and result layout.

Related primary sources: Developers · Introducing Crypt of the NecroDancer ↗

Compare alternatives for the same experience

Several changes could help players understand a miss and try again: add timing-error feedback while keeping the window fixed, increase lead time or simplify the opening patterns. For each candidate, specify the rule changed and the behavior expected.

Compare one changed condition at a time, or record why multiple conditions changed together. Improved feedback comprehension may also increase visual obstruction, so observe reading of the next target. Choose an option after gathering the records.

Three tuning candidates for one experience goal

Three tuning candidates for one experience goal. Original proposals aimed at understanding misses and retrying. Their relative value is assessed after observation.

Editorial diagram · Original proposals aimed at understanding misses and retrying. Their relative value is assessed after observation.

Left: intended experience. Right: candidates for feedback, lead time and patterns.

On smaller screens, scroll the diagram horizontally. Enlarge diagram ↗

Values and sequence shown in the diagram
  1. Add error feedback
  2. Increase lead time
  3. Simplify early patterns

Separate facts, hypotheses and responses in the report

Keep separate fields for rule version, scored results, play behavior, participant comments, interpretation and proposed revision. A +50 ms miss is an event record; “I pressed a little early” is a participant's explanation. Comparing the two can help narrow the investigation.

An MDA-based conclusion states which objective was examined under which conditions. The figures and possible responses in this article are learning models; actual playtest outcomes are reported with execution records.

Evidence to keep distinct in the report

Evidence to keep distinct in the report
CategoryFictional exampleSupporting evidence
RuleWindow ±40 msSettings and version
EventInput +50 ms: missTime, target and result
ActionStop for 2 seconds after a missObservation record
ResponseStatement that the reason was understoodActual words spoken
InterpretationCandidate feedback improvementThe evidence above and alternative comparisons

Sources & scope

We read the categories, perspectives and tuning structure in the MDA paper, pp. 2–4, and the developers' NecroDancer introduction. The ±80→±40 ms change, possible behaviors and alternatives are original hypothetical models, presented separately from measured play responses.

Screenshots and photographs belong to their respective rights holders. They illustrate controls and game features; captions identify the version and provider.

Revision history: 2026-10-17 Expanded cases, calculation examples, diagrams and source explanations. Report an error: Editorial email