The Art and Science of Game Feel | How Game Designers Juice Games with Mechanics,Pacing and Effects
Summary
TLDRThe video script delves into the concept of 'game feel,' exploring its impact on player engagement through responsive controls, dynamic music, and visual effects. It discusses the evolution of game feel from early games like Pac-Man to modern titles, highlighting the importance of real-time control, simulated spaces, and polish in creating an immersive gaming experience. The script also examines the role of game feel in teaching new systems, enhancing player skills, and extending senses, ultimately emphasizing its significance in delivering fun and tactile gameplay.
Takeaways
- ๐ฎ Game feel is about creating an impact and maximizing player input, enhancing the tactile experience of playing games.
- ๐ Steve Swank's book 'Game Feel' emphasizes the importance of game feel in simulating speed, sound, and visual effects to create a responsive and engaging game environment.
- ๐ถ The superficial aspects of game design, such as graphics, sound, and responsive controls, are crucial in making games appealing and enhancing their teaching ability.
- ๐น๏ธ Real-time control over an avatar, simulated space and context, and polish are the three characteristics that games with a strong game feel possess.
- ๐ The perceptual feedback loop, which is under 240 milliseconds, is essential for games to simulate direct control and create a sense of continuity.
- ๐๏ธ Racing games use acceleration and various visual cues to enhance the sense of speed, contributing to the overall game feel.
- ๐คธโโ๏ธ The design of the context surrounding a game's mechanics is vital for creating depth and can affect the skill ceiling of a game.
- ๐ต Music games like 'Thumper' use physicality and resolution to make players feel like authors of music, enhancing game feel through auditory engagement.
- ๐จ Polishing effects such as animations, sound effects, screen shake, and rumble are used to 'juice up' games, making them more visceral and engaging.
- ๐ ๏ธ Functional and situational design are two approaches in game development; functional design focuses on expressive mechanics, while situational design embeds systems within specific scenarios.
- ๐ Scoring systems and power-ups in games incentivize players to play in ways that are fun and engaging, pushing them to explore the game's mechanics to their fullest extent.
Q & A
What is the core concept of 'game feel' as described in the script?
-Game feel is about maximizing the output of a player's inputs and viewing games as tactile playthings that respond to our actions, creating an engaging and immersive experience.
How does the script relate game feel to the evolution of Pac-Man over time?
-The script illustrates the evolution of game feel in Pac-Man by comparing the original version with its newer iterations, noting the addition of dynamic music, pulsating colors, camera zooms, and screen shape changes to enhance the sense of speed and engagement.
What are the three characteristics of games with an elusive feel property according to Steve Swink?
-Games with an elusive feel property have real-time control over an avatar, a simulated space and context, and polish in terms of graphics, sound, particles, and screen shake.
How does the script explain the importance of responsive appeal in game design?
-The script suggests that the responsive appeal of a system is instrumental in enhancing its teaching ability, as it helps players learn new systems and contributes to the overall fun and engagement of the game.
What is the significance of the perceptual feedback loop in game feel?
-The perceptual feedback loop is crucial in game feel as it determines the responsiveness of a game. Actions need to respond under 100 milliseconds to create a sense of continuity, and the overall feedback loop should be less than 240 milliseconds to simulate direct control.
How does the script discuss the impact of input response time on a game's skill ceiling?
-The script explains that a higher response time can limit the skill ceiling of a game, as seen in Assassin's Creed's combat system, which has slow animations that lock out the player after input, capping the skill level of combat.
What role do polishing effects play in enhancing game feel?
-Polishing effects, such as animations, sound effects, screen shake, and dynamic camera angles, work in conjunction with the underlying systems of a game to deliver a particular experience and enhance the overall game feel.
How does the script differentiate between functional and situational design in game feel?
-Functional design focuses on giving players expressive options to play with, while situational design embeds its systems to create a specific scenario, enhancing the context and meaning of the play space.
What is the significance of risk/reward decisions in game feel?
-Risk/reward decisions are significant in game feel as they create strategic depth and prevent dominant strategies, allowing for a creative possibility space and enhancing the player's engagement.
How does the script relate game feel to the concept of 'flow state' in gaming?
-The script relates game feel to the flow state by discussing how escalating difficulty, such as in Space Invaders, can lead to a state of engagement where challenges rise in proportion to the player's abilities, contributing to the fun and immersion of the game.
What is the role of scoring and leaderboard systems in enhancing game feel?
-Scoring and leaderboard systems incentivize players to play in the most fun and engaging way possible, promoting risk-taking and creative play, which are key aspects of game feel.
Outlines
๐ฎ The Essence of Game Feel
This paragraph delves into the concept of 'game feel,' emphasizing its importance in creating an impactful gaming experience. It references Steve Swank's definition, which involves maximizing player input-output interaction and treating games as tactile playthings. The evolution from Pac-Man to newer versions illustrates advancements in dynamic music, color, camera effects, and screen shape to enhance the sense of speed and engagement. The paragraph also touches on the superficial aspects of game design, such as graphics and sound, which contribute to the depth of games by facilitating learning and responsiveness. The discussion on 'game feel' concludes with the three characteristics that define games with this elusive property: real-time control, simulated space and context, and polish in graphics and sound.
๐ ๏ธ Mechanics and Skill Ceiling in Game Design
The second paragraph explores the relationship between game mechanics and the skill ceiling, focusing on how quick responses and lack of input lockdown can elevate a game's depth and player engagement. It uses examples like Assassin's Creed and Bayonetta 2 to illustrate the impact of response time on skill levels. The paragraph also examines the importance of context in game design, using Dark Souls and fighting games to explain how enemy difficulty and move recovery frames can balance risk and reward. The discussion on inputs covers the ADSR framework, emphasizing the role of attack, decay, sustain, and release in creating a sense of momentum and responsiveness in games like Donkey Kong and Mario. The importance of dimensionality, sensitivity, and versatility in input design is highlighted, with examples from Devil May Cry 3 and 4 showcasing the potential for creative expression through varied combat systems.
๐จ Polishing Effects and Situational Design
This paragraph discusses the role of polishing effects in enhancing game feel, using Vlambeer's approach to game development as an example. It outlines the various categories of effects, including animation, visual, sound, cinematic, and tactile effects, and how they contribute to the overall experience. The talk 'Juice it or Lose it' is referenced to demonstrate the transformation of a basic game through the addition of color, scale, wobbles, and sound. The concept of functional versus situational design is introduced, highlighting the difference between mechanics that offer expressive options and those that fit within a specific context. Examples from Platinum Games and Sid Meier illustrate the importance of risk/reward decisions and strategic depth in game design, emphasizing the need for constraints that prevent dominant strategies and encourage creative play.
๐ The Dynamics of Game Feel in Racing Games
The fourth paragraph focuses on the application of game feel principles in racing games, discussing how the responsiveness of a character's movement and the friction they feel can influence the design of platforming challenges. It contrasts the tight controls and versatility of Super Meat Boy with the less responsive feel of LittleBigPlanet, highlighting how game feel can make difficult challenges either engaging or frustrating. The paragraph also touches on the importance of polishing effects in conjunction with underlying game systems to deliver a particular experience, using Space Invaders as an example of escalating difficulty and the flow state. The discussion on game pacing mentions how varying levels of engagement, such as in Uncharted 2 and Devil May Cry 3, can maintain player interest and create a compelling emotional arc.
๐ถ The Tetris Effect and Emotional Engagement
The final paragraph examines the Tetris Effect as an example of how game feel can be integrated into a game to create a powerful emotional experience. It describes how the game synchronizes music with the movement of game pieces, using quantization to ensure harmony and a sense of flow. The paragraph also discusses the game's point system and new mechanics like the 'zone' mode, which encourages creative play and provides a cathartic release for the player. The music in the Tetris Effect is highlighted for its ability to adapt to the player's actions, creating a personalized and immersive experience. The paragraph concludes by emphasizing the enduring importance of game feel in creating fun, engaging, and immersive gaming experiences.
Mindmap
Keywords
๐กGame Feel
๐กSynesthetic Trance
๐กTactile Playthings
๐กPolishing Effects
๐กADSR Framework
๐กPerceptual Feedback Loop
๐กSkill Ceiling
๐กContextual Mechanics
๐กQuantization
๐กJuice
๐กSituational Design
Highlights
Game feel is about maximizing player input and viewing games as tactile playthings that respond to actions.
Original Pac-Man had dynamic music and colors, but newer versions introduced more elements like pulsating colors and camera zooms to enhance speed simulation.
Burna game adds objects, high fidelity graphics, dynamic music, and screen blur to maximize visceral engagement.
Karateka, one of the first fighting games, was impressive for its time but is considered static by modern standards.
Game feel is often misunderstood as being about superficial aspects like graphics, sound, and controls, but these features contribute to game depth.
Responsive appeal of a system is instrumental in enhancing its teaching ability, as per Raph Koster's theory on fun in games.
Children play with colorful objects and sounds to assemble a rule book about the universe, which is a fundamental aspect of game feel.
Game developers have evolved over time to create more kinetic and engaging game experiences.
Steve Swink identifies three characteristics of games with a good feel: real-time control, simulated space and context, and polish.
The perceptual feedback loop is crucial for simulating direct control in games, with actions needing to respond under 100 milliseconds.
Call of Duty is an industry leader in game feel due to its smooth frame rate and quick response time.
The skill ceiling of a game is affected by how quickly an input responds and if it locks the player out during animations.
Bayonetta 2 allows for instantaneous attack output and dodge cancellation, elevating the skill ceiling and enabling creative play.
Dark Souls has a high skill ceiling due to the difficulty of enemies forcing deliberate attacks, despite locking out after input commands.
The context of mechanics is often overlooked but is essential for creating depth in games.
Guitar Hero and Rock Band rely on peripherals to simulate music creation, unlike Thumper which uses physicality and resolution for a more immersive feel.
Understanding inputs is key to game feel, with Steve Swink introducing the Attack-Decay-Sustain-Release (ADSR) framework.
Polishing effects like animations, sound effects, and screen shake are used to enhance the feel of a game.
Functional and situational design are two types of design dichotomy in games, with functional design focusing on expressive mechanics and situational design embedding systems for specific scenarios.
Risk/reward decisions and long-term and short-term decisions are integral to all games, creating strategic depth.
Game feel can enhance player expression and strategic depth, as seen in games like Dead Space, Geometry Wars, and Devil May Cry.
Polishing effects work in conjunction with the underlying systems of a game to deliver a particular experience, as demonstrated by games like Space Invaders and Tetris.
The Tetris Effect is a reimagining that harmonizes game mechanics with music, using quantization and a new zone mechanic to create a cathartic release.
Transcripts
game feel is all about impact it's about
simulating the screen tearing speed of
thumper the booming bass boosted bravado
of Doom's weaponry and the synesthetic
trance induced by the music of rez as
steve Swank describes in a seminal book
of the same name game feel is about
maximizing the output of a player's
inputs and viewing games as tactile
playthings that respond to our actions
if we go to the original pac-man we see
dynamic music and a variety of colors
but when we transition to the newer
pac-man's there is much more happening
from pulsating colors than ascending
musical scale camera zooms dramatic
slow-motion and yes screen shape poor
position was impressive at the time
leveraging relative position linear
perspective and a low viewing angle to
simulate speed but compare that to burna
which adds more objects in the world
high fidelity graphics dynamic music a
boost system and screen blur to maximize
her sense of visceral engagement finally
this is karateka one of the first
fighting games which was impressive at
the time but static by modern standards
and compared to Street Fighter with its
vibrant animated backgrounds and special
moves calor many people mistakenly think
that game feel is about these
superficial aspects of game design that
being graphics sound and responsive
controls but in many senses it's these
superficial features that make games
deep if Raph Koster is right that fun
and games is about learning new systems
the responsive appeal of a system is
instrumental in enhancing its teaching
ability there is a reason children play
with brightly colored objects that make
a whole host of peculiar sounds because
this is the infant assembling a rule
book about how the universe works and
fun and whimsy is what drives this all
this video is about the art and science
of game field and how game developers
have evolved over time in bringing us
the most pulsating kinetic action they
can possibly make
Steve swing argues that games with that
elusive feel property have three
characteristics first they have
real-time control over an avatar
this means your actions directly
correspond to movements in the world
like in Mario as opposed to the delayed
motion of a real-time strategy game
second they have a simulated space and
context so the systems and world design
of Devil May Cry 3 where you have enemy
placements and level geometry but also
the famous style meter that incentivizes
creative play are all a part of this if
you look at the unfinished smalls
opening salvo there is literally nothing
in the world which was its thematic
point about negative space but it has no
sense of place finally Swink talks about
polish which is everything you thought
game feel was about from graphics to
sound to particles to screen shakin more
swing crafted a Venn diagram like this
to delineate where different experiences
fall within his field framework and he
further elaborates how these elements of
feel are in service to deeper needs like
testing our skills the pure kinesthetics
of control creating new realities and
ultimately extending our senses and
identity in his book understanding
comics Scott McCloud outlines how when
we drive a car the car becomes a part of
us expanding our being and this is what
is happening in many senses when we
enter game walls amplifying our ability
to influence the world around us you
need at least 10 frames per second to
simulate motion actions need to respond
under 100 milliseconds to create a sense
of continuity and the overall perceptual
feedback loop needs to be less than 240
milliseconds to simulate direct control
this is the perceptual feedback loop
that scientists have figured out that
mediates direct feedback as our senses
create perceptions that are interpreted
by a cognitive hardware which transmits
messages to our motor system which then
activates a muscle group this entire
correction cycle is 240 milliseconds and
immediately tells you why certain games
feel more responsive than others in his
GDC talk design and detail the speaker
talks about why Call of Duty is
consistently the industry leader when it
comes to game field as they preserve a
buttery smooth 60 frames a second and
have a quick response time that makes
everything feel precise and immediate
compare that with Killzone - with its
weighty controls lower frame rate and
slow responsiveness
now Killzone 2 was going for a more
grounded feel with a weighty aesthetic
so it doesn't make it worse but this
just illustrates the principle clearly
in the original Prince of Persia the run
cycle took far longer than the 240
milliseconds we have to perceive direct
input and what also happened is that it
locked out the player from its animation
so if you started an unresponsive run
cycle you had to wait for it to play out
giving you the impression the avatar was
not responding to you this is an
important thing to keep in mind how
quick does an input respond and desert
lock the player out this actually
affects the skill ceiling of a game for
example assassin's creed's combat system
is viewed as one with a low skill
ceiling because the animations are slow
take awhile to respond and lock you out
after its input what this does is put a
cap on the skill of the combat as a
higher response time doesn't do anything
for you if you look at Bayonetta 2
though the attack output is
instantaneous you can cancel into a
dodge at any time giving it a
responsiveness but this also elevates
the skill ceiling as it allows for
quicker reflexes and creative play to
shine enabled by the feel of the game
however if you take a combat system like
Dark Souls which also locks you out
after you input a command it's high
skill ceiling comes from the difficulty
of the enemies forcing you to be very
deliberate with your attacks in fighting
games moves that yield a higher reward
often have a lot of recovery frames to
balance them in the risk/reward meta
leaving you vulnerable to attack
afterwards this shows the importance of
the design of a context surrounding your
avatars control as this is where depth
can come from the context of mechanics
is very often ignored and this can be
the downfall of a lot of games if you
look at the guitar hero and rock band
games the notes that come on the screen
feel like they are just weightless facts
similes descending in an abstract space
giving it absolutely no sense of feel so
it relies on its peripherals to simulate
the sensation of creating music compare
this to two of my favorite music games
ever thumper forces you to actually
collide with the walls and ground
generating music with the intrinsic
physicality of your emotions and
resolution
quantization and dynamic leering to make
the world respond to your inputs with
harmonized music these games leverage
feel to make you feel more like the
author than the recipient of music
giving them a more powerful sense of
agency despite not having peripherals to
work with understanding inputs is
essential for understanding of game feel
and here Steve swing introduces the
attack decay sustain and release
framework the way it works is that this
segment tells you how long it takes for
the pressing of a button to reach its
maximum state this section designates
the continued input and this falling
section delineate what happens after you
let go to give an example the original
Donkey Kong had an adsr that looked like
this giving it a very stiff cadence as
it would immediately respond to your
left and right commands with no gradual
sense of momentum compared that with
Mario's adsr and it felt much more like
a believable character racing games take
a while to reach maximum speed and this
helps the feel as it creates a sense of
acceleration heightening the sense of
pace a sense of speed is tricky to do
but lowering the field of view creating
more objects that speed by using
relative size and position and screen
shake and blur like in the underrated
shift games all enhanced this other
related aspects of input include
dimensionality sensitivity and
versatility dimensionality refers to how
many states an input can be in and in
how many dimensions sensitivity is how
impactful an output is to a
corresponding input something a lot of
shooters allow you to customize to make
the controls more responsive and finally
we have input versatility which is about
the combinatorial repertoire afforded by
the inputs and systems are forgiving
interface to go back to Mario vs. Donkey
Kong Donkey Kong only had one type of
jump regardless of how hard you press
the button
but Mario varies the input by
recognizing different types of jumps
depending on how hard you press it also
allows you to combine a jump with
movement in the air combine the movement
wind-up speed with the jump distance and
then use a whole host of other modifiers
by Mario 64 we could combine buttons do
triple jumps wall jumps roll and use our
momentum in multiple directions to have
a truly versatile character however the
context is also important here as the
design of the obstacle
the world allows clears to actually use
these movement systems in engaging ways
and speedrunners can endlessly try to
perfect this because the context affords
it Devil May Cry 3 is another great
example of this you can attack normally
with a button or delay the sequence of
inputs for modified combos you can press
forward and attack to thrust backwards
and attack to launch get in the air with
an attack and you have a weapon switch
and gun switch you can transition to mid
combo each with their own set of moves
and properties there are also multiple
styles that add modifiers to existing
moves and by Devil May Cry 4 you could
actually switch between styles during
combat amplifying the possibility space
exponentially furthermore the context of
the game incentivize using these systems
the style system rewards you for playing
with creative flair grading you on your
ability to use novel moves and tying
this to rewards this also fit within the
thematic context of being a demon
hunting trickster
the level design converged on creating
an optimal context as well as Devil May
Cry 1 felt too confined and fixed Devil
May Cry 2 lost a lot of the
responsiveness of control and had to
wide open levels but Devil May Cry 3 and
4 switched between camera angles created
medium sized spaces and allowed the
player to play the role of
cinematographer to enable creative
expression this is why games like Mario
and Devil May Cry are held at the
pinnacle of their respective genres
now we can turn to what people are more
familiar with when they think of game
feel that being polishing effects first
let's turn to a company that has become
synonymous with the screen shape in
their talk the art of the screen shake
game developer Vlambeer outlines what
they do to their games to juice them up
they are the creators of games like
luftrausers and nuclear throne we see a
lot of these lessons applied to their
games they walk the audience through
making a standard shooter feel much
better
they added basic animations and sound
lowered the HP to amplify outputs
increase the rate of fire added more
enemies created bigger bullets added
muzzle flash impact effects enemy flash
knocked back object permanence screen
shake strafing more base explosions and
giving the player the ability to walk
through the carnage something the game
hotline Miami did one of the most
popular talks on the subject called
juice it or lose it takes a breakout
clone and enhances it by adding color
scales wobbles sound but also something
called tweening where objects Bend and
take time to run the course of their
animation this is a version of the
technique squash and stretch seen in
animation there are five broad
categories of polishing effects that
designers can leverage there are
animation effects which amount to squash
and stretch timing and also adding
emphasis through characterization in a
game like crash there are visual effects
like the voxels that spurt out of
enemies in resogun we have sound effects
like the satisfying grind in Tony Hawk
cinematic effects include screen shake
dynamic camera angles and slowdown
effects and tactile effects include
Rumble Rumble and more Rumble however
all these polishing effects have to be
considered in the context of the systems
that exist in your game which is where
we will turn to next in their GDC talk
called action Without Borders Platinum
Games introduces an interesting
dichotomy in design they call this
dichotomy the difference between
functional and situational design and
broadly speaking it's the difference
between a good feeling and expressive
mechanic and one that makes sense in a
certain context a game that's purely
about giving players expressive options
to play is using functional design but
one that embeds its systems to create a
specific scenario is leveraging
situational design which is better well
it depends on the aesthetic of play you
want
to deliver expert-level combo creators
indefinitely cry for love the expressive
repertoire of Dante's moveset so that
they can creatively craft absurd combos
hallo limited the use of guns to two at
a time however what that did was
actually enhanced the context and
meaning of the play space as it asked
the players to make interesting
risk/reward decisions with regards to
their weapons unleashing more strategic
depth than a situation where a dominant
solution may arise sid meier called
games a series of interesting decisions
and in his GDC talk he outlines how
risk/reward decisions and long-term and
short-term decisions permeate all games
the idea here is that there is no
dominant solution enabling a creative
possibility space that sometimes
strategically employs constraints I've
spoken about how other dynamics like
rock-paper-scissors scene in fighting
games match for dynamic scene in RTS
a--'s and Yomi
scene in any game where you have to read
and manipulate opponents is also
instrumental in creating depth and this
is all part of Myers observations and
the importance of situational design in
his talk meaningful choice in game level
design Matthias worch talks about how
something called orthogonal unit
differentiation in do where different
types of enemies exist on to 2d axes of
either hits cannon projectile or ranged
and melee create priority puzzles that
gives players a meaningful context to
express themselves in games from dead
space to geometry wars to Devil May Cry
all create similar prioritization
puzzles and game feel can enhance this
are you preventing dominant strategies
are you creating interesting enemy
variation with unique gameplay the
systems in your game create risk/reward
long term short term and interesting
Yomi scenarios these are all questions
you can ask yourself but the well runs
much deeper layers of depth are unlocked
as difficulty Rises and mechanics
combined in a context like how
Bayonetta's dodge offset Devil May Cry
is jump cancelling and vanquishes boost
dodge all emerge out of the mechanical
substrate of each game Virtua Fighter
may only have a few buttons but you can
combine these buttons to multiply the
inputs incredibly and mechanical context
unleashes such powerful levels of Yomi
that most players who clear that game
can tell who they are playing
immediately because of how precise the
system is near automata has excellent
feeling combat but the RPG systems in
the game sometimes conflict
with the situational design because you
find yourself way too overleveled or
under level for certain sections
undermining the skill based strength of
a precise field in combat system again
though it depends on the aesthetic of
play you are going for skill based
clears may have been annoyed by this but
players who love character building and
grinding may have appreciated it so the
situation is not just a play space but
also the players you are creating the
game for differential sounds animation
and effects can cute players into
enemies and threats and the impact of
weapons and polishing effects can steer
them in certain directions great
fighting games of animations that
telegraph the moves the more frames it
takes and games like Bayonetta will
never allow enemies to attack you from
off-screen unless there are obvious cues
also a lot of tournament players for
Street Fighter 4 actually chose to play
on the training stage a level with no
polishing effects because it actually
distracts from the strategic action
on-screen the responsiveness of a
character's pivoting motion the friction
they feel and the time it takes to
accelerate alter what kinds of
platforming challenges you should make
super meat boys tight a STR and
versatility allows absurdly difficult
challenges but the loose floaty and
unresponsive feel of LittleBigPlanet
makes difficult platforming almost
impossible and frustrating however they
were going for a realistic craft like
feel so again it works for that game a
game like cannibal has what's called a
ghost jump and shmups have smaller hit
boxes to allow more agency and power to
the player ultimately polishing effects
work in conjunction with the underlying
systems of a game to deliver a
particular experience
Space Invaders created an escalating
sense of difficulty by having enemies
get faster as the game progresses as
with most great discoveries this was a
mistake
and gave us a glimpse into the flow
state a phenomena where a sense of
engagement is preserved only when the
challenges you confront rise in
proportion to your abilities
this birthed the idea of tension being
at the core of fun the escalating
difficulty of tetris and the rise of
tension in an uncharted set peace or
their structure - this mistake
pac-man popularized the power of an
instance where a state change can happen
allowing a transformation of the
dynamics in a place space finally the
scoring and leaderboard system pioneered
by early video games are mechanisms that
incentivize players to play in the most
fun way possible tension power-ups and
scoring systems live alongside all the
other tools have mentioned SSX is a
fantastic feeling game it has crisp
controls fluid animation dynamic
graphics and sound and a kinetic sense
of speed that sends you hurtling down a
track what really makes it pop though is
how there is a boost system that
incentivizes taking risks and doing
incredible moves off ledges and linking
them together in a combo if you chain
moves together well enough you enter
tricky mode where you are given
indefinite boost new moves and the music
gets more dynamic layering in additional
parts of a track
however this state is predicated on you
continuing the combo great players can
chain their tricky down the entire
mountain and the systems that exist
leverage feel and all its tools to
incentivize this absurd risk-taking
getting players to play in the most fun
way possible is what this type of design
is all about Doom has what is called
push forward combat which was devised to
incentivize aggressive play you get more
resources for close-up glory kills the
AI is less likely to hit you if you are
moving and the momentum of the music the
level design and the configuration of
the enemies get you to maneuver
phonetically through the environment
letting you experience the breath of
fantastic guns and combat scenarios in
that game all while preventing static
forms of play vanquish is an absolutely
fantastic feeling game to the boost
system allows you to power across the
map with blistering speed but you can
couple this with the slow motion system
that
to dive and trigger a John Woo inspired
moment the coordinator attacks the game
system gets you to consistently keep
moving and ironically being forced into
cover is the punishment for not playing
the right way vanquish also has a
scoring system that allows high level
players to use these systems in more
creative ways throwing grenades then
jumping out of cover to shoot in midair
before sliding across the battlefield
while slaying into another enemy before
finishing them off with a melee kill
bullet storm combines a scoring system
with emergent design to make its
battlefield an incredibly creative play
space you get points for novel kills and
you have tools like your slide and leash
that can be combined with an assortment
of armaments that reward you for playing
around with your enemies why just kill
someone when you can slide into them
launching them into the air and then use
your leash to pound them into the ground
creating an area of effect attack that
takes out everyone around Barnard does
something similar for racing games
allowing you to smash into opponents to
kill them
traffic chat other cars into enemies
move your car even after you are killed
to get a post death takedown and layers
in a boost system with particles dynamic
music and an unmatched sense of speed to
create one of the best feeling games
ever made
high level pacing a game is also
instrumental in ensuring the player
feels engaged the visceral sense of
engagement needs to exist at all levels
of a game uncharted 2 has a sequence
where you go from solving quiet puzzles
to a shootout to a narrative ly
compelling sequence to an emotionally
draining cutscene then a quiet section
right before it propels you into one of
the greatest set pieces in all gaming
Devil May Cry 3 expertly shifts between
environmental navigation Kombat puzzles
and boss fights crafting a fractal
structure in each of its missions that
is isomorphic to the overall flow the
end of each act of the game is
punctuated with an intense and difficult
boss fight with your brother Virgil
games are experiences and managing a
player's emotional arc is an important
part of crafting engagement a recent
example of game feel ties a lot of these
principles together in a powerful way
the tetris effect is a stunning
reimagining of an old concept moving a
piece add sound to the music that
harmonizes with the underlying beat
leveraging a tool called quantization to
make sure there is no dissonance every
line cleared also adds a different sound
and sometimes causes something to happen
in the background the faster stream of
blocks is also present reflecting flow
theory there is a point system that
encourages creative play and now there
is a new zone mechanic which functions
like a powerup it allows you to trigger
a sequence where you can build blocks
all the way to the top without
consequence and the music adjusts
horizontally to make you feel like you
are the author of your own cathartic
release also the music layers additional
versions and vocal complements to
existing versions of a track when you
trigger a certain line requirements in
stages and this is also coordinated with
the shift in speed of the play pieces on
the board
you
[Music]
game feel is that elusive property that
makes playing games fun visceral and
engaging whether it be through precise
mechanics dynamic music pulsating visual
effects or robust gameplay systems
juicing a game can make the simple act
of interacting with a system a joy the
medium might be maturing incorporating
more nuanced and deep explorations of
stories and ideas however game feel does
not necessarily conflict with this
either game feel is also important in
recreating reality and crafting a sense
of immersion so its application is much
broader than first glance
regardless game feels most enduring
capacity is to create games about pure
unadulterated fun the purest expression
of our undying impulse to play
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