Game Feel

A Game Designer's Guide to Virtual Sensation

Paperback, 376 pages

English language

Published Oct. 13, 2008 by CRC Press.

ISBN:
978-0-12-374328-2
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4 stars (6 reviews)

Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.

The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.

The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of …

2 editions

Review of 'Game feel' on Goodreads

3 stars

1) "In each [game], a device overwrites one of my senses. The screen becomes vision, speakers hearing and rumble motors the sense of touch. The feedback from these devices enables me to experience things in a game as if they were objects in my immediate physical reality. I have the sense of moving around a physical space, touching and interacting with objects. The screen, speakers and controller have become an extension of my senses into the game world. The game world becomes real because the senses are directly overwritten by feedback from the game. By hooking into the various senses, a screen, a speaker or a joystick can make the virtual feel real.
When game designers create camera behavior, implement sound effects or trigger rumble motors, they're not defining what players see, hear and feel. Rather, they are defining how players will be able to see, feel and hear in …

Review of 'Game Feel' on 'Goodreads'

4 stars

Game Feel is an interesting look at the phenomenon of controls in video games having "feel," whether they feel "floaty", "heavy", etc. Swink discusses at length what each of these descriptors means and how they are achieved. By examining these phenomena and illustrating his points with several case studies of popular games, Swink is able to construct metrics for defining game feel and ideas for how game designers can best use it to create their desired user experience. The book is filled with insightful non-digital analogies of how we control objects and utilize proprioception, and how we might relate those experiences to the game world.

Despite very readable prose and colloquial examples, I was tempted to read this as an academic book. That's not how it was intended, so I caution any game theorists approaching the book from that position. If you read this as an academic book, you will …

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Subjects

  • Computer games -- Programming
  • Computer games -- Design
  • Human-computer interaction

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