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In our ongoing discussion on game design frameworks, tools for understanding and analyzing the structure and core elements of games, there are approaches beyond a purely component-based view. One such method is the Layered Approach. Think of a game like an onion: each layer is made up of components, but each layer highlights a different aspect of the game. When analyzing a game, we peel back the layers to explore its depth; when designing, we build the layers from the inside out.

Layered Tetrad

The Layered Tetrad, introduced by Jeremy Gibson Bond in Introduction to Game Design, Prototyping, and Development, is an example of the layered approach. It builds on Jess Schell’s Elemental Tetrad, which examines games through four interconnected elements: mechanics, aesthetics, story, and technology, and explores how these elements influence and interact with one another.

Inscribed Layer

Bond describes the first layer of his approach as the inscribed layer, the foundational layer of games. This layer parallels the Elemental Tetrad, though the “story” element is replaced with narrative, a broader concept that encompasses aspects such as premise and character.

Narrative and Dramatic Elements

Tracy Fullerton’s Formal, Dramatic, and Dynamic (FDD) framework similarly places story-related elements—like premise and character—within its Dramatic category. While the FDD framework uses these specific terms, “narrative” serves as a convenient umbrella, capturing the full scope of story-driven elements in game design.

The inscribed layer examines games from a foundational perspective, reflecting on key aspects of a game using the components of the Elemental Tetrad. Some questions we might ask are:

  • Mechanics: What rules, goals, and systems shape gameplay?
  • Aesthetics: What look, feel, and sensory experiences define the game?
  • Technology: What tools, platforms, or systems enable the game?
  • Narrative: Who are the characters, and what story or premise drives the game?

Dynamic Layer

The dynamic layer builds on the inscribed elements and examines games from a systems perspective. Once all elements are set in motion by a player, what happens? To explore this, we again consider each element individually:

  • Mechanics: How do players interact with the game? Do specific strategies or patterns emerge?
  • Aesthetics: How are the game’s look, feel, and sensory experiences shaped during play? Could factors like runtime graphics or repeated actions alter the player’s experience?
  • Technology: What algorithms and processes are active while the game runs?
  • Narrative: What role does the player take on, and how does the story unfold or emerge through their actions?

Cultural Layer

The Cultural Layer examines the impact of a game on society and culture. Bond emphasizes that this layer also highlights the societal responsibilities of game designers. Key considerations include:

  • Mechanics: What player behaviors emerge within the rules? Are there loopholes that players might exploit? For example, in a shooter game, if no consequences are enforced for targeting bystanders, players might use them as “meat shields” or otherwise manipulate the rules in unexpected ways.
  • Aesthetics: How do game elements extend beyond the game itself? Are players cosplaying as characters, creating fan art, or writing fan fiction?
  • Technology: Does the game require technology that limits accessibility? Could the underlying technology have applications beyond the game, such as an AI algorithm being repurposed for simulations or robotics?
  • Narrative: What story does the game convey to its audience? Beyond the official story, how do players interpret or expand on it through culture, community, and discourse?

Limitations of the Layered Tetrad

While the Layered Approach provides a useful lens for analyzing games, it has some limitations, particularly from a game development perspective. Although it encourages examining games from multiple angles, it does not break down specific components in enough detail to serve as a practical starting point for designers creating a new game.

There are also overlaps between elements across layers. For example:

  • Mechanics vs. Technology: In the MDA framework, mechanics are defined as the underlying algorithms that drive gameplay. In Bond’s Layered Tetrad, these algorithms are categorized under technology in the dynamic layer, which can create confusion when trying to distinguish the two.
  • Aesthetics vs. Narrative: Elements of story and narrative often influence a game’s aesthetics, making it difficult to separate them cleanly within the framework.

Despite these overlaps and limitations, exploring different approaches to game analysis remains valuable. By considering multiple frameworks, designers and analysts can gain a richer understanding of why games work, how players interact with them, and how design choices shape the overall experience.

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