The Art and Science of Game Feel | How Game Designers Juice Games with Mechanics,Pacing and Effects

The Game Overanalyser
8 Jun 201922:23

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

  • ๐ŸŽฎ Game feel is about creating an impact and maximizing player input, enhancing the tactile experience of playing games.
  • ๐Ÿ“š 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.
  • ๐Ÿ‘ถ The superficial aspects of game design, such as graphics, sound, and responsive controls, are crucial in making games appealing and enhancing their teaching ability.
  • ๐Ÿ•น๏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.
  • ๐Ÿ” The perceptual feedback loop, which is under 240 milliseconds, is essential for games to simulate direct control and create a sense of continuity.
  • ๐ŸŽ๏ธ Racing games use acceleration and various visual cues to enhance the sense of speed, contributing to the overall game feel.
  • ๐Ÿคธโ€โ™‚๏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.
  • ๐ŸŽต Music games like 'Thumper' use physicality and resolution to make players feel like authors of music, enhancing game feel through auditory engagement.
  • ๐ŸŽจ Polishing effects such as animations, sound effects, screen shake, and rumble are used to 'juice up' games, making them more visceral and engaging.
  • ๐Ÿ› ๏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.
  • ๐Ÿ† 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

00:00

๐ŸŽฎ 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.

05:01

๐Ÿ› ๏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.

10:03

๐ŸŽจ 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.

15:03

๐Ÿ 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.

20:03

๐ŸŽถ 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

๐Ÿ’กGame Feel

Game feel refers to the sensory experience of interacting with a video game, encompassing elements like impact, responsiveness, and the tactile feedback of controls. It is central to the video's theme as it discusses how game developers enhance player engagement through this sensory experience. For instance, the script mentions 'Thumper's booming bass' and 'Doom's weaponry' to illustrate the immersive nature of game feel.

๐Ÿ’กSynesthetic Trance

A synesthetic trance is a state where one sensory input triggers a perception in another sensory modality, such as hearing music and seeing colors. In the context of the video, it is used to describe the immersive experience induced by the music of 'Rez,' where the auditory stimuli create a trance-like state that enhances the game feel.

๐Ÿ’กTactile Playthings

Tactile playthings are objects that are physically interactive and responsive to touch. The video uses this term to describe games as interactive systems that respond to player actions, emphasizing the importance of haptic feedback in creating a rich gaming experience. For example, 'Pac-Man' is mentioned to show the evolution from simple color and music to more dynamic and responsive game feel.

๐Ÿ’กPolishing Effects

Polishing effects are the visual, auditory, and tactile enhancements added to a game to make it more engaging and responsive. The script discusses various types of polishing effects, such as animations, sound effects, and screen shake, which contribute to the overall game feel by providing immediate and satisfying feedback to player actions.

๐Ÿ’กADSR Framework

ADSR stands for Attack, Decay, Sustain, and Release, which is a framework used to describe the dynamics of sound and, by extension, the responsiveness of game inputs. The video uses the ADSR framework to illustrate how different games, like 'Donkey Kong' and 'Mario,' respond to player inputs, affecting the perceived momentum and fluidity of the gameplay.

๐Ÿ’กPerceptual Feedback Loop

The perceptual feedback loop is the cognitive process that mediates direct feedback from our senses to our motor system. The video explains that this loop, which operates within a 240-millisecond cycle, is crucial for creating the sensation of direct control in games. It is exemplified by the 'Call of Duty' series, which maintains a smooth frame rate and quick response times for a responsive game feel.

๐Ÿ’กSkill Ceiling

The skill ceiling in gaming refers to the upper limit of mastery a player can achieve within a game. The script discusses how certain game mechanics, like the combat system in 'Assassin's Creed,' can have a low skill ceiling due to slow response times and input locking, which limit the depth of player skill that can be demonstrated.

๐Ÿ’กContextual Mechanics

Contextual mechanics are game systems that make sense within a specific scenario or situation. The video argues that these mechanics, such as the enemy placements and level geometry in 'Devil May Cry 3,' contribute to the game feel by providing a meaningful context for player actions and encouraging creative play.

๐Ÿ’กQuantization

Quantization in music and games refers to the process of aligning actions or notes with a musical beat or rhythm. The 'Tetris Effect' is highlighted in the script as an example of leveraging quantization to synchronize game actions with music, creating a harmonious and engaging experience for the player.

๐Ÿ’กJuice

In game development, 'juice' refers to the various effects and feedback mechanisms that make a game feel more alive and responsive. The video mentions 'Vlambeer' as an example of a company known for adding juice to their games, enhancing the player's sensory experience through animations, sounds, and other dynamic effects.

๐Ÿ’กSituational Design

Situational design is the concept of embedding game mechanics within a specific context to create meaningful experiences. The script contrasts this with functional design, using 'Halo' as an example of an expressive mechanics game, while discussing how situational design can enhance the depth and strategic options available to players.

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

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game feel is all about impact it's about

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simulating the screen tearing speed of

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thumper the booming bass boosted bravado

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of Doom's weaponry and the synesthetic

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trance induced by the music of rez as

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steve Swank describes in a seminal book

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of the same name game feel is about

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maximizing the output of a player's

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inputs and viewing games as tactile

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playthings that respond to our actions

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if we go to the original pac-man we see

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dynamic music and a variety of colors

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but when we transition to the newer

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pac-man's there is much more happening

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from pulsating colors than ascending

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musical scale camera zooms dramatic

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slow-motion and yes screen shape poor

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position was impressive at the time

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leveraging relative position linear

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perspective and a low viewing angle to

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simulate speed but compare that to burna

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which adds more objects in the world

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high fidelity graphics dynamic music a

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boost system and screen blur to maximize

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her sense of visceral engagement finally

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this is karateka one of the first

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fighting games which was impressive at

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the time but static by modern standards

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and compared to Street Fighter with its

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vibrant animated backgrounds and special

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moves calor many people mistakenly think

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that game feel is about these

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superficial aspects of game design that

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being graphics sound and responsive

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controls but in many senses it's these

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superficial features that make games

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deep if Raph Koster is right that fun

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and games is about learning new systems

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the responsive appeal of a system is

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instrumental in enhancing its teaching

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ability there is a reason children play

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with brightly colored objects that make

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a whole host of peculiar sounds because

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this is the infant assembling a rule

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book about how the universe works and

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fun and whimsy is what drives this all

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this video is about the art and science

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of game field and how game developers

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have evolved over time in bringing us

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the most pulsating kinetic action they

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can possibly make

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Steve swing argues that games with that

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elusive feel property have three

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characteristics first they have

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real-time control over an avatar

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this means your actions directly

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correspond to movements in the world

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like in Mario as opposed to the delayed

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motion of a real-time strategy game

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second they have a simulated space and

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context so the systems and world design

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of Devil May Cry 3 where you have enemy

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placements and level geometry but also

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the famous style meter that incentivizes

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creative play are all a part of this if

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you look at the unfinished smalls

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opening salvo there is literally nothing

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in the world which was its thematic

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point about negative space but it has no

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sense of place finally Swink talks about

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polish which is everything you thought

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game feel was about from graphics to

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sound to particles to screen shakin more

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swing crafted a Venn diagram like this

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to delineate where different experiences

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fall within his field framework and he

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further elaborates how these elements of

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feel are in service to deeper needs like

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testing our skills the pure kinesthetics

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of control creating new realities and

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ultimately extending our senses and

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identity in his book understanding

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comics Scott McCloud outlines how when

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we drive a car the car becomes a part of

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us expanding our being and this is what

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is happening in many senses when we

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enter game walls amplifying our ability

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to influence the world around us you

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need at least 10 frames per second to

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simulate motion actions need to respond

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under 100 milliseconds to create a sense

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of continuity and the overall perceptual

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feedback loop needs to be less than 240

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milliseconds to simulate direct control

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this is the perceptual feedback loop

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that scientists have figured out that

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mediates direct feedback as our senses

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create perceptions that are interpreted

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by a cognitive hardware which transmits

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messages to our motor system which then

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activates a muscle group this entire

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correction cycle is 240 milliseconds and

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immediately tells you why certain games

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feel more responsive than others in his

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GDC talk design and detail the speaker

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talks about why Call of Duty is

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consistently the industry leader when it

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comes to game field as they preserve a

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buttery smooth 60 frames a second and

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have a quick response time that makes

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everything feel precise and immediate

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compare that with Killzone - with its

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weighty controls lower frame rate and

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slow responsiveness

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now Killzone 2 was going for a more

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grounded feel with a weighty aesthetic

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so it doesn't make it worse but this

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just illustrates the principle clearly

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in the original Prince of Persia the run

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cycle took far longer than the 240

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milliseconds we have to perceive direct

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input and what also happened is that it

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locked out the player from its animation

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so if you started an unresponsive run

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cycle you had to wait for it to play out

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giving you the impression the avatar was

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not responding to you this is an

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important thing to keep in mind how

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quick does an input respond and desert

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lock the player out this actually

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affects the skill ceiling of a game for

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example assassin's creed's combat system

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is viewed as one with a low skill

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ceiling because the animations are slow

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take awhile to respond and lock you out

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after its input what this does is put a

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cap on the skill of the combat as a

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higher response time doesn't do anything

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for you if you look at Bayonetta 2

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though the attack output is

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instantaneous you can cancel into a

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dodge at any time giving it a

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responsiveness but this also elevates

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the skill ceiling as it allows for

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quicker reflexes and creative play to

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shine enabled by the feel of the game

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however if you take a combat system like

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Dark Souls which also locks you out

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after you input a command it's high

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skill ceiling comes from the difficulty

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of the enemies forcing you to be very

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deliberate with your attacks in fighting

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games moves that yield a higher reward

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often have a lot of recovery frames to

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balance them in the risk/reward meta

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leaving you vulnerable to attack

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afterwards this shows the importance of

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the design of a context surrounding your

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avatars control as this is where depth

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can come from the context of mechanics

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is very often ignored and this can be

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the downfall of a lot of games if you

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look at the guitar hero and rock band

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games the notes that come on the screen

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feel like they are just weightless facts

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similes descending in an abstract space

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giving it absolutely no sense of feel so

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it relies on its peripherals to simulate

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the sensation of creating music compare

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this to two of my favorite music games

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ever thumper forces you to actually

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collide with the walls and ground

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generating music with the intrinsic

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physicality of your emotions and

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resolution

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quantization and dynamic leering to make

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the world respond to your inputs with

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harmonized music these games leverage

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feel to make you feel more like the

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author than the recipient of music

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giving them a more powerful sense of

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agency despite not having peripherals to

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work with understanding inputs is

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essential for understanding of game feel

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and here Steve swing introduces the

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attack decay sustain and release

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framework the way it works is that this

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segment tells you how long it takes for

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the pressing of a button to reach its

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maximum state this section designates

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the continued input and this falling

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section delineate what happens after you

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let go to give an example the original

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Donkey Kong had an adsr that looked like

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this giving it a very stiff cadence as

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it would immediately respond to your

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left and right commands with no gradual

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sense of momentum compared that with

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Mario's adsr and it felt much more like

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a believable character racing games take

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a while to reach maximum speed and this

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helps the feel as it creates a sense of

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acceleration heightening the sense of

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pace a sense of speed is tricky to do

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but lowering the field of view creating

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more objects that speed by using

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relative size and position and screen

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shake and blur like in the underrated

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shift games all enhanced this other

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related aspects of input include

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dimensionality sensitivity and

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versatility dimensionality refers to how

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many states an input can be in and in

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how many dimensions sensitivity is how

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impactful an output is to a

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corresponding input something a lot of

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shooters allow you to customize to make

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the controls more responsive and finally

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we have input versatility which is about

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the combinatorial repertoire afforded by

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the inputs and systems are forgiving

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interface to go back to Mario vs. Donkey

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Kong Donkey Kong only had one type of

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jump regardless of how hard you press

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the button

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but Mario varies the input by

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recognizing different types of jumps

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depending on how hard you press it also

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allows you to combine a jump with

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movement in the air combine the movement

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wind-up speed with the jump distance and

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then use a whole host of other modifiers

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by Mario 64 we could combine buttons do

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triple jumps wall jumps roll and use our

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momentum in multiple directions to have

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a truly versatile character however the

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context is also important here as the

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design of the obstacle

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the world allows clears to actually use

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these movement systems in engaging ways

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and speedrunners can endlessly try to

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perfect this because the context affords

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it Devil May Cry 3 is another great

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example of this you can attack normally

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with a button or delay the sequence of

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inputs for modified combos you can press

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forward and attack to thrust backwards

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and attack to launch get in the air with

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an attack and you have a weapon switch

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and gun switch you can transition to mid

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combo each with their own set of moves

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and properties there are also multiple

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styles that add modifiers to existing

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moves and by Devil May Cry 4 you could

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actually switch between styles during

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combat amplifying the possibility space

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exponentially furthermore the context of

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the game incentivize using these systems

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the style system rewards you for playing

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with creative flair grading you on your

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ability to use novel moves and tying

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this to rewards this also fit within the

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thematic context of being a demon

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hunting trickster

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the level design converged on creating

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an optimal context as well as Devil May

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Cry 1 felt too confined and fixed Devil

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May Cry 2 lost a lot of the

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responsiveness of control and had to

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wide open levels but Devil May Cry 3 and

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4 switched between camera angles created

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medium sized spaces and allowed the

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player to play the role of

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cinematographer to enable creative

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expression this is why games like Mario

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and Devil May Cry are held at the

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pinnacle of their respective genres

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now we can turn to what people are more

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familiar with when they think of game

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feel that being polishing effects first

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let's turn to a company that has become

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synonymous with the screen shape in

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their talk the art of the screen shake

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game developer Vlambeer outlines what

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they do to their games to juice them up

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they are the creators of games like

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luftrausers and nuclear throne we see a

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lot of these lessons applied to their

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games they walk the audience through

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making a standard shooter feel much

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better

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they added basic animations and sound

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lowered the HP to amplify outputs

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increase the rate of fire added more

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enemies created bigger bullets added

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muzzle flash impact effects enemy flash

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knocked back object permanence screen

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shake strafing more base explosions and

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giving the player the ability to walk

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through the carnage something the game

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hotline Miami did one of the most

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popular talks on the subject called

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juice it or lose it takes a breakout

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clone and enhances it by adding color

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scales wobbles sound but also something

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called tweening where objects Bend and

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take time to run the course of their

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animation this is a version of the

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technique squash and stretch seen in

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animation there are five broad

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categories of polishing effects that

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designers can leverage there are

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animation effects which amount to squash

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and stretch timing and also adding

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emphasis through characterization in a

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game like crash there are visual effects

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like the voxels that spurt out of

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enemies in resogun we have sound effects

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like the satisfying grind in Tony Hawk

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cinematic effects include screen shake

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dynamic camera angles and slowdown

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effects and tactile effects include

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Rumble Rumble and more Rumble however

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all these polishing effects have to be

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considered in the context of the systems

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that exist in your game which is where

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we will turn to next in their GDC talk

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called action Without Borders Platinum

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Games introduces an interesting

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dichotomy in design they call this

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dichotomy the difference between

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functional and situational design and

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broadly speaking it's the difference

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between a good feeling and expressive

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mechanic and one that makes sense in a

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certain context a game that's purely

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about giving players expressive options

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to play is using functional design but

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one that embeds its systems to create a

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specific scenario is leveraging

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situational design which is better well

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it depends on the aesthetic of play you

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want

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to deliver expert-level combo creators

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indefinitely cry for love the expressive

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repertoire of Dante's moveset so that

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they can creatively craft absurd combos

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hallo limited the use of guns to two at

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a time however what that did was

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actually enhanced the context and

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meaning of the play space as it asked

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the players to make interesting

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risk/reward decisions with regards to

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their weapons unleashing more strategic

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depth than a situation where a dominant

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solution may arise sid meier called

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games a series of interesting decisions

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and in his GDC talk he outlines how

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risk/reward decisions and long-term and

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short-term decisions permeate all games

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the idea here is that there is no

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dominant solution enabling a creative

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possibility space that sometimes

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strategically employs constraints I've

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spoken about how other dynamics like

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rock-paper-scissors scene in fighting

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games match for dynamic scene in RTS

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a--'s and Yomi

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scene in any game where you have to read

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and manipulate opponents is also

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instrumental in creating depth and this

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is all part of Myers observations and

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the importance of situational design in

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his talk meaningful choice in game level

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design Matthias worch talks about how

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something called orthogonal unit

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differentiation in do where different

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types of enemies exist on to 2d axes of

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either hits cannon projectile or ranged

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and melee create priority puzzles that

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gives players a meaningful context to

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express themselves in games from dead

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space to geometry wars to Devil May Cry

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all create similar prioritization

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puzzles and game feel can enhance this

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are you preventing dominant strategies

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are you creating interesting enemy

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variation with unique gameplay the

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systems in your game create risk/reward

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long term short term and interesting

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Yomi scenarios these are all questions

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you can ask yourself but the well runs

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much deeper layers of depth are unlocked

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as difficulty Rises and mechanics

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combined in a context like how

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Bayonetta's dodge offset Devil May Cry

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is jump cancelling and vanquishes boost

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dodge all emerge out of the mechanical

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substrate of each game Virtua Fighter

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may only have a few buttons but you can

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combine these buttons to multiply the

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inputs incredibly and mechanical context

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unleashes such powerful levels of Yomi

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that most players who clear that game

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can tell who they are playing

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immediately because of how precise the

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system is near automata has excellent

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feeling combat but the RPG systems in

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the game sometimes conflict

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with the situational design because you

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find yourself way too overleveled or

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under level for certain sections

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undermining the skill based strength of

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a precise field in combat system again

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though it depends on the aesthetic of

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play you are going for skill based

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clears may have been annoyed by this but

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players who love character building and

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grinding may have appreciated it so the

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situation is not just a play space but

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also the players you are creating the

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game for differential sounds animation

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and effects can cute players into

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enemies and threats and the impact of

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weapons and polishing effects can steer

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them in certain directions great

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fighting games of animations that

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telegraph the moves the more frames it

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takes and games like Bayonetta will

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never allow enemies to attack you from

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off-screen unless there are obvious cues

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also a lot of tournament players for

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Street Fighter 4 actually chose to play

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on the training stage a level with no

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polishing effects because it actually

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distracts from the strategic action

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on-screen the responsiveness of a

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character's pivoting motion the friction

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they feel and the time it takes to

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accelerate alter what kinds of

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platforming challenges you should make

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super meat boys tight a STR and

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versatility allows absurdly difficult

play15:28

challenges but the loose floaty and

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unresponsive feel of LittleBigPlanet

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makes difficult platforming almost

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impossible and frustrating however they

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were going for a realistic craft like

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feel so again it works for that game a

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game like cannibal has what's called a

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ghost jump and shmups have smaller hit

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boxes to allow more agency and power to

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the player ultimately polishing effects

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work in conjunction with the underlying

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systems of a game to deliver a

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particular experience

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Space Invaders created an escalating

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sense of difficulty by having enemies

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get faster as the game progresses as

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with most great discoveries this was a

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mistake

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and gave us a glimpse into the flow

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state a phenomena where a sense of

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engagement is preserved only when the

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challenges you confront rise in

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proportion to your abilities

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this birthed the idea of tension being

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at the core of fun the escalating

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difficulty of tetris and the rise of

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tension in an uncharted set peace or

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their structure - this mistake

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pac-man popularized the power of an

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instance where a state change can happen

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allowing a transformation of the

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dynamics in a place space finally the

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scoring and leaderboard system pioneered

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by early video games are mechanisms that

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incentivize players to play in the most

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fun way possible tension power-ups and

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scoring systems live alongside all the

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other tools have mentioned SSX is a

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fantastic feeling game it has crisp

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controls fluid animation dynamic

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graphics and sound and a kinetic sense

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of speed that sends you hurtling down a

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track what really makes it pop though is

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how there is a boost system that

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incentivizes taking risks and doing

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incredible moves off ledges and linking

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them together in a combo if you chain

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moves together well enough you enter

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tricky mode where you are given

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indefinite boost new moves and the music

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gets more dynamic layering in additional

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parts of a track

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however this state is predicated on you

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continuing the combo great players can

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chain their tricky down the entire

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mountain and the systems that exist

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leverage feel and all its tools to

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incentivize this absurd risk-taking

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getting players to play in the most fun

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way possible is what this type of design

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is all about Doom has what is called

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push forward combat which was devised to

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incentivize aggressive play you get more

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resources for close-up glory kills the

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AI is less likely to hit you if you are

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moving and the momentum of the music the

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level design and the configuration of

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the enemies get you to maneuver

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phonetically through the environment

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letting you experience the breath of

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fantastic guns and combat scenarios in

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that game all while preventing static

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forms of play vanquish is an absolutely

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fantastic feeling game to the boost

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system allows you to power across the

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map with blistering speed but you can

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couple this with the slow motion system

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that

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to dive and trigger a John Woo inspired

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moment the coordinator attacks the game

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system gets you to consistently keep

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moving and ironically being forced into

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cover is the punishment for not playing

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the right way vanquish also has a

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scoring system that allows high level

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players to use these systems in more

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creative ways throwing grenades then

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jumping out of cover to shoot in midair

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before sliding across the battlefield

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while slaying into another enemy before

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finishing them off with a melee kill

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bullet storm combines a scoring system

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with emergent design to make its

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battlefield an incredibly creative play

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space you get points for novel kills and

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you have tools like your slide and leash

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that can be combined with an assortment

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of armaments that reward you for playing

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around with your enemies why just kill

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someone when you can slide into them

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launching them into the air and then use

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your leash to pound them into the ground

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creating an area of effect attack that

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takes out everyone around Barnard does

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something similar for racing games

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allowing you to smash into opponents to

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kill them

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traffic chat other cars into enemies

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move your car even after you are killed

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to get a post death takedown and layers

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in a boost system with particles dynamic

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music and an unmatched sense of speed to

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create one of the best feeling games

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ever made

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high level pacing a game is also

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instrumental in ensuring the player

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feels engaged the visceral sense of

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engagement needs to exist at all levels

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of a game uncharted 2 has a sequence

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where you go from solving quiet puzzles

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to a shootout to a narrative ly

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compelling sequence to an emotionally

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draining cutscene then a quiet section

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right before it propels you into one of

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the greatest set pieces in all gaming

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Devil May Cry 3 expertly shifts between

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environmental navigation Kombat puzzles

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and boss fights crafting a fractal

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structure in each of its missions that

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is isomorphic to the overall flow the

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end of each act of the game is

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punctuated with an intense and difficult

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boss fight with your brother Virgil

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games are experiences and managing a

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player's emotional arc is an important

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part of crafting engagement a recent

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example of game feel ties a lot of these

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principles together in a powerful way

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the tetris effect is a stunning

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reimagining of an old concept moving a

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piece add sound to the music that

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harmonizes with the underlying beat

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leveraging a tool called quantization to

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make sure there is no dissonance every

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line cleared also adds a different sound

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and sometimes causes something to happen

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in the background the faster stream of

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blocks is also present reflecting flow

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theory there is a point system that

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encourages creative play and now there

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is a new zone mechanic which functions

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like a powerup it allows you to trigger

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a sequence where you can build blocks

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all the way to the top without

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consequence and the music adjusts

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horizontally to make you feel like you

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are the author of your own cathartic

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release also the music layers additional

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versions and vocal complements to

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existing versions of a track when you

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trigger a certain line requirements in

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stages and this is also coordinated with

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the shift in speed of the play pieces on

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the board

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you

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[Music]

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game feel is that elusive property that

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makes playing games fun visceral and

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engaging whether it be through precise

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mechanics dynamic music pulsating visual

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effects or robust gameplay systems

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juicing a game can make the simple act

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of interacting with a system a joy the

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medium might be maturing incorporating

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more nuanced and deep explorations of

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stories and ideas however game feel does

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not necessarily conflict with this

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either game feel is also important in

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recreating reality and crafting a sense

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of immersion so its application is much

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broader than first glance

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regardless game feels most enduring

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capacity is to create games about pure

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unadulterated fun the purest expression

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of our undying impulse to play

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Related Tags
Game FeelPlayer EngagementVideo Game DesignMechanicsResponsivenessImmersionTetris EffectDevil May CryMario GamesCinematic EffectsGaming Industry