This article focuses only on one specialized aspect of the subject.(January 2017) |
Game feel (sometimes referred to as "look feel" or "game juice") is the intangible, tactile sensation experienced when interacting with video games. The term was popularized by the book Game Feel: A Game Designer's Guide to Virtual Sensation [1] written by Steve Swink. The term has no formal definition, but there are many defined ways to improve game feel. The different areas of a game that can be manipulated to improve game feel are: input, response, context, aesthetic, metaphor, and rules.
Game feel is usually attributed to spatial games whose mechanics involve controlling the movement of objects or characters. Since the majority of games are spatial, studies involving game feel mainly focus on the movement and physical interactions between objects in games. The goal of good game feel is to immerse the player in an engaging and rewarding experience. A way to test game feel is to see if interacting with a game's most basic mechanics feels satisfying. At minimum, the game should feel engaging to play even after the plot, points, level design, music, and graphics are removed; if it is not, then the game may suffer from poor game feel. [2]
Input is the means by which a player can control the game. The physical input device used by the player has an effect on game feel; for instance, using a joystick to control movement feels natural because the joystick itself offers physical feedback. In other cases, like with touchscreens, the input device can offer little feedback and be cumbersome for the player to use.
Game feel can be improved by using a control scheme that is easily understood by the player. Natural mappings allows a game designer to connect a game's movement mechanics to an input device. [3] Realistic racing games, like Gran Turismo, make the most sense when using a racing wheel controller; in this case the input device directly matches the game's movement mechanics. Arcade cabinets often have unique controls to better relate to their movement mechanics. For example, Centipede uses a trackball as its main input; the inclusion of a trackball allows the player to move in all directions with ease, which is the main focus of the game's mechanics.
Input sensitivity also plays a role in game feel. Sensitivity is defined as a "rough measure of the amount of expressiveness inherent in a particular input device." [3] Each different controller has a unique inherent sensitivity, and because of that the pairing of controller and game can have a dramatic impact on game feel. A game that requires precision being matched with a low-sensitivity controller can make the game hard to play or even frustrating.
Response is how the game interprets and reacts to player input. In general, response in good game design involves controls that have a low delay and high sensitivity (also called responsive controls). If the delay between input and response is noticeable to the player, the game can be seen as sluggish and unwieldy.
Response is also how the game converts the player's simple input to more complex expressions of movement. For example, the controller on the Nintendo Entertainment System has a very simple directional-pad and two on-off buttons, but games like Super Mario Bros. took the simple input and allowed the player's expressions to be complex, fluid, and deliberate.
Input and response require an environment that gives meaning to the player's actions. If the player has the ability to move the character in interesting ways, the environments in the game should reflect that and give the player interesting situations to play in. For instance, a racing game that focuses on careful steering and managing speed around corners would not be engaging if the race track was a wide, straight line; a track with slopes, bends, straights, and hairpin turns creates interesting scenarios for the player to interact with. [3]
Aesthetics (also referred to as "polish") is the extra details that influence the player's senses. Since games are primarily focused on sight and sound (graphics and music/sfx), aesthetics amplify both the visuals and the audio of the game to make the overall experience more engaging to the player.
Visual aesthetics add details to the game world that make it feel more vibrant and connected. Visual details can subconsciously inform the player of the subtle interactions between the objects in the game world. Simple examples include adding particle effects, like dirt being kicked up by the game character's feet or water splashing from a pool, can enhance the inherent connection between physical objects in the game world.
Visual effects can also improve game feel by introducing extra spectacle and dazzling the player. Vivid colors and bright aesthetics can make a game feel alive, and adding effects like bright flashes, sparks, explosions, debris, and camera shake enhances the impact of events in the game. [4]
Sound effects emphasize the interactions between objects in the game. Having weak or quiet sound effects can lead to the game objects feeling weak and less impactful. [5] If the sounds themselves are low quality, it can be especially distracting to the player. Good game feel requires appropriate, impactful, and pleasing (non-repetitive) sound effects.
Music can also have a big effect on game feel. Game music's main purpose is to reinforce the main mood or tone of the game. Action games generally use loud and bombastic scores to emphasize the feeling of power and triumph, and horror games generally use subtle, tense music with loud spikes to drive home moments of intensity.
Metaphor in game feel refers to how the game mechanics relate to the game's theme. If the game involves things the player understands, the player will bring preconceived notions of how those things should behave. For instance, a realistic driving simulator game carries expectations of how the cars should handle; if you swap the model of the car out with a model of a fat running man (without changing the controls or movement) the game feels completely different and the previous expectations are no longer present.
A computer mouse is a hand-held pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of the pointer on a display, which allows a smooth control of the graphical user interface of a computer.
A pointing device is a human interface device that allows a user to input spatial data to a computer. CAD systems and graphical user interfaces (GUI) allow the user to control and provide data to the computer using physical gestures by moving a hand-held mouse or similar device across the surface of the physical desktop and activating switches on the mouse. Movements of the pointing device are echoed on the screen by movements of the pointer and other visual changes. Common gestures are point and click and drag and drop.
A trackball is a pointing device consisting of a ball held by a socket containing sensors to detect a rotation of the ball about two axes—like an upside-down ball mouse with an exposed protruding ball. Users roll the ball to position the on-screen pointer, using their thumb, fingers, or the palm of the hand, while using the fingertips to press the buttons.
A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.
Haptic technology is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Greek: ἁπτικός (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.
An accelerometer is a device that measures the proper acceleration of an object. Proper acceleration is the acceleration of the object relative to an observer who is in free fall. Proper acceleration is different from coordinate acceleration, which is acceleration with respect to a given coordinate system, which may or may not be accelerating. For example, an accelerometer at rest on the surface of the Earth will measure an acceleration due to Earth's gravity straight upwards of about g ≈ 9.81 m/s2. By contrast, an accelerometer that is in free fall will measure zero acceleration.
An analog stick, also known as control stick, joystick or thumbstick, is an input device for a controller that is used for two-dimensional input. An analog stick is a variation of a joystick, consisting of a protrusion from the controller; input is based on the position of this protrusion in relation to the default "center" position. While digital sticks rely on single electrical connections for movement, analog sticks use continuous electrical activity running through potentiometers to measure the exact position of the stick within its full range of motion. The analog stick has greatly overtaken the D-pad in both prominence and usage in console video games.
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic game including handheld electronic games, standalone systems, and exclusively non-visual products.
Keyboard expression is the ability of a keyboard musical instrument to change tone or other qualities of the sound in response to velocity, pressure or other variations in how the performer depresses the keys of the musical keyboard. Expression types include:
A motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment. In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provide movement in all of the six degrees of freedom (DOF) that can be experienced by an object that is free to move, such as an aircraft or spacecraft:. These are the three rotational degrees of freedom and three translational or linear degrees of freedom.
An arcade controller is a collective set of input devices designed primarily for use in an arcade cabinet. A typical control set consists of a joystick and a number of push-buttons. Less common setups include devices such as trackballs or steering wheels. These devices are generally produced under the assumption that they will be used in commercial settings, such as in video arcades, where they may be heavily or roughly used. Durability is one of the distinguishing characteristics of "authentic" arcade parts when compared with numerous, low-cost arcade imitations designed for private use in the home.
Reactor is an arcade video game released in 1982 by Gottlieb. The object of the game is to cool down the core of a nuclear reactor without being pushed into its walls by swarms of subatomic particles. Reactor was developed by Tim Skelly, who previously designed and programmed a series of vector graphics arcade games for Cinematronics, including Rip Off. It was the first arcade game to credit the developer on the title screen. Reactor was ported to the Atari 2600 by Charlie Heath and published by Parker Brothers the same year as the original.
In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, cameras, or other sensors to track motion.
A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus.
In computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, computer mice, scanners, cameras, joysticks, and microphones.
In game design the Mechanics-Dynamics-Aesthetics (MDA) framework is a tool used to analyze games. It formalizes the properties of games by breaking them down into three components: Mechanics, Dynamics and Aesthetics. These three words have been used informally for many years to describe various aspects of games, but the MDA framework provides precise definitions for these terms and seeks to explain how they relate to each other and influence the player's experience.
The Steam Controller is a discontinued game controller developed by Valve for use with personal computers running Steam on Windows, macOS, Linux, smartphones or SteamOS. The controller was designed not only for games developed for controller users, but also for games traditionally played with keyboard and mouse controls so that they can be played through the controller. It was released in November 2015 along with Valve's Steam Machine and discontinued in November 2019.
Secrets of Rætikon is an action-adventure open world video game developed and published by Broken Rules. The player controls a bird and must explore the environment of Rætikon to find its secrets. Game elements include animals with specific behaviors and ancient puzzles. Development began in 2011 and the game was formally announced in July 2013 and followed by alpha and Steam Early Access releases. Secrets of Rætikon was released on April 17, 2014 for Windows, OS X, and Linux platforms. It received mixed reviews from reviewers, who praised its artwork and movement physics, but criticized its inconsistency, lack of cohesion, and technical issues.
The Marriage is an experimental art game created by Rod Humble and released for Microsoft Windows in March 2007. Humble set out to explore the forms of artistic expression unique to video games, leading him to express his feelings associated with marriage by relying primarily on game mechanics rather than on traditional storytelling, audio, or video elements. The game uses only simple colored shapes that the player interacts with using a mouse. The player's actions cause pink and blue squares to increase or decrease in both size and opacity, representing the balance of personal needs in a relationship.
The Atari joystick port is a computer port used to connect various gaming controllers to game console and home computer systems in the 1970s to the 1990s. It was originally introduced on the Atari 2600 in 1977 and then used on the Atari 400 and 800 in 1979. It went cross-platform with the VIC-20 in 1981, and was then used on many following machines from both companies, as well as a growing list of 3rd party machines like the MSX platform and various Sega consoles.