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Previously, I discussed the MDA framework, a widely used approach to analyzing games. While it remains the most frequently cited framework, others have since gained traction in game design studies.

One such framework is the Formal, Dramatic, and Dynamic Elements (FDD) model, developed by Tracy Fullerton and Chris Swain. This framework was designed to help game design students by breaking down the individual components of a game in greater detail.

In essence, it builds on the foundation of the MDA framework. The Formal Elements correspond to a game’s mechanics, the Dramatic Elements align with its aesthetics, and the Dynamic Elements represent the game’s dynamics.

While the MDA framework approaches these aspects of design at a broad level, the Formal, Dramatic, and Dynamic Elements framework breaks them down further, examining each type of element as a distinct part of game design.

Formal Elements

Formal elements are the elements that provide the basic game mechanics. Without these elements, the game would not function and would be ultimately unplayable.

The formal elements include:

  • Players: individuals playing the game
  • Objectives or Goals: what the player must strive to accomplish
  • Procedures: steps to playing the game
  • Rules: what the player can and cannot do
  • Resources: game assets that aid the player
  • Conflict: the obstacles that the player encounters
  • Boundaries: the limitations on what the player can do
  • Outcomes: a winner, a loser, or a draw

Dramatic Elements

The dramatic elements of a game are what engage the player emotionally (i.e. aesthetics) and keep the player invested in playing the game. These elements include:

  • Challenge: creates tension for the player
  • Play: the ability for players to play (mess about) within the game system, bending the rules, as it were.
  • Premise: the concept behind the game story. Some games only have a premise
  • Story: takes the premise further and enriches the game experience
  • Characters: provide players a way to empathize with the story

Dynamic Elements

Dynamic elements are those that occur only when the game is being played.

  • Emergence: simple rules that can lead to unexpected outcomes based on the player’s actions. The player may do things that were unanticipated by the designer and may result in these unexpected outcomes.
  • Emergent Narratives: a narrative that is not written into the game but emerges from the player’s interactions with other players and the game systems.
  • Playtesting: playtesting reveals information about the various dynamic behaviors that a game could have and helps designers understand the range of experiences that could be generated by their game.

These dynamics are possible because games function as systems — sets of interdependent elements that interact within a closed framework. It’s through this systemic structure that dynamic behaviors and emergent play can occur.

When thinking about the elements of games, remember that games are given structure by their formal elements and emotionally engage the player by their dramatic elements.

FDD Limitations

While the Formal, Dramatic, and Dynamic Elements framework provides a useful breakdown of a game’s components, it also has several limitations.

The Formal Elements do an excellent job of detailing the structural aspects of a game, but the Dramatic Elements are less comprehensive. By focusing primarily on narrative, they overlook other key aspects of player engagement, such as the motivators or “fun factors” that the MDA framework defines under aesthetics. In addition, important sensory elements like visuals and audio, which play a central role in shaping player experience, are not explicitly addressed.

The Dynamic Elements also raise some issues. Many of the so-called “elements” here are better described as outcomes of the formal and dramatic structures, rather than elements in their own right. For example, playtesting is more accurately a process for evaluating dynamics than a dynamic element itself, which can make this part of the framework feel less precise.


In summary, the FDD framework succeeds in breaking games into smaller, more approachable parts, making it a valuable teaching tool. However, it does not fully account for player motivations, sensory engagement, or the distinction between elements and their results.

By examining multiple frameworks side by side, we can better see the strengths and limitations of each. Combining FDD with MDA and other models creates a more holistic approach to analyzing games, helping designers and analysts capture both the structural and experiential aspects of play.

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