Previously, we explored the MDA framework, a widely used approach for analyzing games, and the Formal, Dramatic, and Dynamic Elements (FDD) model, which breaks down games into individual components for closer study. Building on these perspectives, Jesse Schell’s Elemental Tetrad adds another layer by connecting mechanics, aesthetics, story, and technology, emphasizing not only their interrelationships but also how visible or hidden they are to the player.
Exploring the Elemental Tetrad
The Elemental Tetrad draws on ideas from both MDA and FDD, highlighting mechanics, aesthetics, story, and technology as interconnected pillars of game design. Together, these elements shape the player’s experience: mechanics and aesthetics drive interaction and engagement, story provides context and meaning, and technology sets the boundaries for what can be realized. Each element influences the others, creating a dynamic system that designers must consider when developing a game.
Mechanics: The rules and systems that govern player interaction. These are shaped by the available technology, for instance, dice and boards in a tabletop game versus algorithms and input devices in a computer or VR game. Story can also influence mechanics by providing narrative-driven goals, constraints, or special actions that players can take.
Aesthetics: Following MDA, aesthetics describes the desirable emotional responses evoked in the player when interacting with the game system, essentially the player’s experience. Both mechanics and story influence these responses: story provides context and narrative stakes that heighten engagement, while mechanics dictate the challenges and interactions that drive emotional reactions. Technology impacts how these experiences are delivered, from high-fidelity graphics on a console to simple icons on a mobile screen.
Story: The narrative or context that frames the player’s experience. Schell’s story component reflects the dramatic elements of FDD, conveying character, conflict, and emergent narrative possibilities.
Technology: The underlying hardware, software, or physical components that make the game functional. This element sets the limits and opportunities for mechanics, aesthetics, and story, determining what experiences can realistically be delivered.

Limitations of the Framework
While the Elemental Tetrad expands on gaps left by frameworks like MDA and FDD, it has its own limitations. The framework does not explicitly account for dynamic elements — the behaviors and emergent play that arise when players interact with the game system. Additionally, while it draws directly from MDA’s definition of aesthetics, it does not fully unpack the factors that shape the player’s experience, such as the interplay of challenge, motivation, and engagement drivers.
The Elemental Tetrad provides a clear and practical way to think about a game’s design by linking mechanics, aesthetics, story, and technology. By highlighting their interconnections, designers gain insight into how changes in one element affect the others. However, for a more complete understanding of player experience and emergent gameplay, it can be helpful to consider it alongside frameworks like MDA and FDD.