Game Feel A Game Designer's Guide to Virtual Sensation~tqw~darksiderg pdf

  Game Feel

  

Morgan Kaufmann Game Design Books

Better Game Characters by Design (9781558609211) Katherine Isbister

Game Design Workshop, Second Edition (9780240809748)

Tracy Fullerton The Art of Game Design (9780123694966) Jesse Schell Game Usability (9780123744470) Katherine Isbister & Noah Schaffer (Eds.) Game Feel (9780123743282) Steve Swink

   Game Feel A Game Designer’s Guide to Virtual Sensation

  Steve Swink Morgan Kaufmann Publishers is an imprint of Elsevier SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO Morgan Kaufmann Publishers is an imprint of Elsevier.

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“ Support & Contact ” then “ Copyright and Permission ” and then “ Obtaining Permissions. ” Library of Congress Cataloging-in-Publication Data Swink, Steve. Game feel: a game designer’s guide to virtual sensation/Steve Swink. p. cm. Includes index.

  ISBN 978-0-12-374328-2 (pbk. : alk. paper) 1. Computer games—Programming. 2. Computer games—Design. 3. Human-computer interaction.

I. Title.

  QA76.9.H85S935 2009 794.8’1526—dc22 2008035742

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  08 09 10 11 12 13 10 9 8 7 6 5 4 3 2 1

  Dedication

  

For people who struggle and make beautiful things This page intentionally left blank

  TABLE OF CONTENTS

  Acknowledgments ............................................................................................................................................ix About the Author ..............................................................................................................................................xi Introduction .......................................................................................................................................................xiii

  1. Defining Game Feel ..................................................................................................................................1

  2. Game Feel and Human Perception ................................................................................................. 35

  3. The Game Feel Model of Interactivity ............................................................................................ 61

  4. Mechanics of Game Feel ..................................................................................................................... 69

  5. Beyond Intuition: Metrics for Game Feel ....................................................................................... 81

  6. Input Metrics ..........................................................................................................................................101

  7. Response Metrics .................................................................................................................................119

  8. Context Metrics .....................................................................................................................................139

  9. Polish Metrics .........................................................................................................................................151

  10. Metaphor Metrics .................................................................................................................................171

  11. Rules Metrics ..........................................................................................................................................179

  12. Asteroids ..................................................................................................................................................187

  TABLE OF CONTENTS

  13. Super Mario Brothers ..........................................................................................................................201

  14. Bionic Commando ...............................................................................................................................229

  15. Super Mario 64 ......................................................................................................................................247

  16. Raptor Safari ...........................................................................................................................................277

  17. Principles of Game Feel ......................................................................................................................297

  18. Games I Want to Make ........................................................................................................................311

  19. The Future of Game Feel ..................................................................................................................321 Index ............................................................................................................................................................345

  ACKNOWLEDGMENTS I would like to thank the following people.

  Mom & Dad, for their unwavering support of everything I do, ever. It must be exhausting. Special thanks to Dad for taking on the role of second editor, donating hours and hours to proofreading, editing, writing first-pass chapter summaries and helping me wrangle ideas. I love you guys. Thank you so much for being who you are. It gives me a standard to aspire to.

  Amy Wegner, for unflinching honesty in editing and for putting up with me throughout the months of craziness. Guess it’s my turn to do the laundry, bake cookies, do the dishes, take out the dog. Thank you for everything.

  Beth Millett, for being a kickass editor and for being the other person who had to put up with my craziness. Matthew Wegner, for help with the Raptor Safari, for many inspiring ideas about game feel, and for being the stable foundation of Flashbang. You make everyone around you better, smarter, faster and happier. We appreciate it, even if we don’t tell you so as much as we should.

  Mick West, for inspiring me to think about game feel at a deeper level. It was his article “Pushing Buttons ” for Game Developer magazine that convinced me this would be a subject worth writing an entire book about, and he has graciously offered me feedback and guidance when I asked for it. He is the true master of game feel. If you’re looking for someone to make your game feel better than anyone else can, ask him. I doubt he’ll say yes, but there it is.

  Allan Blomquist, for building pixel-perfect clones of old games and helping me understand how they work. Without Allan, the book would be much shorter. Derek Daniels, for the brilliant insights about the role of animation in game feel and the importance of hard metrics for game feel. I hope you write a book someday. Shawn White, for helping me with technical details about platformer games. You truly are the Captain of Rats. Matt Mechtley, for additional help with technical stuff and for the fantastic atti- tude. I hope you someday meet and woo fast women. It must be plural. Adam Mechley, for proofreading and helping me to achieve syntactic perfection. Kyle Gabler, for being brilliant and inspiring, and for helping me understand the importance of sound and its role in game feel. I hope I can someday be half as good a game designer as you are.

  Ben Ruiz, for making me laugh and smile always. You provide a constant reminder why we do what we do. ACKNOWLEDGMENTS

  Jon Blow, for inspiring everyone to make better games and for teaching me about proxied embodiment. Kellee Santiago and Jenova Chen, for making beautiful things and for taking the time to talk to me about how. Chaim Gingold, for making brilliant things and for taking the time to talk to me about how. Katherine Isbister, for the encouragement and opportunity to write a book.

ABOUT THE AUTHOR

  Steve Swink is an independent game developer, author and lecturer currently based in Tempe, Arizona. As a game designer and partner at Flashbang Studios, he’s contributed to games such as Off-Road Velociraptor Safari, Splume, Jetpack Brontosaurus, and Minotaur China Shop. Before joining Flashbang, he toiled in the retail game mines at Neversoft and the now-defunct Tremor Entertainment. He also co-chairs the Independent Games Festival, is an IGDA Phoenix chapter coordina- tor, and teaches the game and level design classes at the Art Institute of Phoenix. He sometimes forgets the importance of sleeping every night, not just some.

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  INTRODUCTION

  Close your eyes for a few seconds and imagine yourself playing Super Mario Brothers.

  What did you imagine? The visuals? The colors? The iconic sounds of coin collect- ing and the Mario theme music? How about the sensation of moving Mario left and right, of jumping, colliding with blocks, stomping Goombas? What does it feel like to control Mario? Go watch someone unfamiliar with games—your mom, perhaps— try to play a game like Rad Racer. If it’s a game which requires real-time control, she’ll be leaning left and right in her chair, pulling the controller, trying to get the car to move just a bit farther, a bit faster. Ever seen someone do this? Done it your- self? This feeling of steering—this tactile, visceral sensation—is game feel.

  For the purposes of this book, “ feel ” is meant in a very specific sense relevant to the experience of playing video games. Feel is not meant in the thematic sense (a Western feel, a Baroque feel) or in the expressive, emotional or physical sense (I feel sad, I feel pain, this place feels creepy). Specifically, game feel is the tactile, kines- thetic sense of manipulating a virtual object. It’s the sensation of control in a game.

  In digital game design, feel is the elephant in the room. Players know it. Designers know of it. Nobody talks about it, and everybody takes it for granted. It’s not hard to understand why; if a game designer’s done his or her job correctly, the player will never notice the feel of a game. It will just seem right. In this sense, game feel is an “invisible art, ” like cinematography. Feel is the most overlooked aspect of game creation; a powerful, gripping, tactile sensation that exists somewhere in the space between player and game. It is a kind of “virtual sensation, ” a blending of the vis- ual, aural and tactile. In short, it is one of the most powerful properties of human- computer interaction.

  1 Recently, I had the opportunity to play Spacewar!, the world’s first video game

  at the “Game On! ” exhibit at the Tech Museum, in San Jose, California. What struck me is just how compelling the game still is. It’s easy to imagine the breathless enthusiasm of the young technicians crowding around their PDP-1 supercomputer, exhausting hours of valuable computing time on endless rounds of Steve Russell’s creation. Even today, as a product of a video game culture, having played hundreds of games, it feels great to me to steer the little rockets, fire off missiles and avoid 1 black holes. Game feel has been with us since the beginning.

  

William Higinbotham’s Tennis (1958) is also a contender, but Spacewar! was the first to have some- thing approximating modern game structure—rounds, scoring and so on. INTRODUCTION

  It may be easy to bring to mind, but game feel is difficult to understand. Games are a nascent and complex medium, one which incorporates many previous forms. A single game might include painting, music, cinematography, writing and animation.

  If that weren’t enough, video games represent an unprecedented collaboration between creator and consumer. We abdicate authorial control to our players and get … something. We’re not quite sure what yet, but we know that it has potential. To many, interactivity seems to be the most important medium of the 21st century.

  It’s surprising, then, that the luminaries of digital game design have devoted lit- tle ink to the phenomenon of feel. In Rollings and Morris, any mention of feel is conspicuously absent. Salen and Zimmerman dance tantalizingly close to discuss- ing feel, but take a more holistic approach, focusing on game state at the higher intervals where scoring and more traditional strategic considerations occur. Chris Crawford’s revered work, The Art of Computer Game Design, devotes only a sen- tence to game feel, saying “The input structure is the player’s tactile contact with the game; people attach deep significance to touch, so touch must be a rewarding experience for them. ”

  With due respect to these authors and all the great stuff they have taught us, what’s missing is an appreciation of just how unique and beautiful an aesthetic game feel truly is. It exists outside of video games—driving cars, riding bikes and so on—but nowhere is it so refined, pure and malleable.

  In addition, game feel is moment-to-moment interaction. If we examine the functional underpinnings of most video games, there is usually game feel at the most basic level. It has greater importance in certain games but it’s always there. As a per- centage of activities in the game, it’s what you spend most of your time experienc- ing. If you break down all the activities of a game, it’s the biggest slice of the pie.

  This book is about examining feel in greater detail. Where does it come from? How is it created? Does it exist in the computer, the player’s mind or somewhere in between? What are the different kinds of feel and why do they feel the way they do? In a clear, non-technical style intended to be accessible to professionals, players and aspiring designers alike, we will investigate feel as experienced by players, created by designers and measured by psychologists. The goal is to create a comprehensive guide to game feel: deconstructing it, classifying it, measuring it and creating it. By book’s end you will have the tools to measure, master and create exemplary game feel.

  About This Book

  This book is about how to make good-feeling games. In many ways, it’s the book I wanted when I first started designing games. So many creative ideas rely on a foundation of good-feeling controls. It should be a given that we can always create controls that feel good. We shouldn’t have to start from scratch every time.

  This book constructs a foundation of understanding and then builds on it, addressing at each step a particular gap in the knowledge base about game design. Figure I.1 shows the structure and flow of the book’s topics.

  INTRODUCTION F I G U R E I.1 The structure and flow of the book. www.game-feel.com

  To get the most out of reading Game Feel, I recommend going to www.game-feel.com , the companion website to this book. For many of the chapters, I ’ve provided play- able examples that will allow you to experience first-hand the ideas being discussed. In addition, the website contains interviews on the subject of game feel with folks like Kellee Santiago and Jenova Chen of thatgamecompany, Kyle Gabler of 2dBoy, and Johnathan Blow and Chaim Gingold of Number-None and Maxis, respectively.

  If you’re a student, the definition at the beginning will be interesting and rel- evant, but the real meat will be the examples. In the examples you can see all the tiny decisions and particulars of implementation that go into making games feel the way they do. This is the palette of game feel; if you want to make good-feeling games, these are the details you need to understand.

  If you’re a game designer, the definition stuff will not be news to you. But some of the theory bits may be useful and applicable, if only to better understand the deeper physiological phenomena. The examples will be useful because of the legwork I’ve already done—you can reverse engineer games yourself, probably, but it takes a lot of time. The principles of game feel may also be a useful way to think about build-

  2 ing games. It’s one way, at any rate, to which you can compare your own methods.

  If you’re an educator, the theory and definition pieces form a solid basis for understanding game feel at a conceptual level. In addition, the examples provide a great way to illustrate the complexities of making good-feeling games without forc- 2 ing students to program the games themselves from scratch. The most useful part, Which, by the way, I’d love to hear about. Email me at sswink@flashbangstudios.com. INTRODUCTION

  however, will probably be the principles of game feel chapter, which lays out some guidelines for creating good-feeling games.

  If you’re someone interested in the medium of games, such as a journalist, the definition parts may provide a new perspective on genres. In addition, understanding the physiological thresholds that cause game feel to be sustained or break down may help explain why frame rate drops and other technical disturbances make games feel so much worse. But my hope is that in understanding and being able to measure things like frame rate and response time, you will be able to do a better job of separating medium from message. Yes, a developer is to blame if a game runs poorly. But I think this consideration is given too superlative an emphasis when games are critiqued. The experience of playing a game may still have some things to offer from a critical standpoint—as Jurassic Park: Trespasser did—even if they are technically incompetent.

   What Is Game Feel?

  One obstacle to understanding game feel at a deeper level is definition. This section offers a simple three-part definition of game feel based on the ways players experi- ence it and game designers design it.

  Each of the three parts of the definition is expanded to make it useful for clas- sifying games as well as understanding what game feel is. Expanding the definition requires an exploration of some of the ways people perceive things, including mea- sures for frame rate, response time and other conditions necessary for game feel to occur. These physiological thresholds and concepts of perception combine to form the “game feel model for interactivity ”—a complete picture of the ongoing process of game feel.

  The section ends by applying the definition to some games specifically chosen because they are on the fringes of game feel.

   Metrics for Game Feel

  Another problem facing game designers is meaningful comparison. How does the feel of Halo compare to the feel of Ikaruga? From a designer’s perspective, this is tied to tuning. Why is one game “ floaty ” while another is “tight and responsive ”? If a player tells me that my game is floaty, what should I do? How should I change the variables of my complex system? Is floaty bad? Is it good? What does it mean?

  This section is about measuring the pieces of the game feel process that a designer can change. By measuring each piece—input, response, context, polish, metaphor and rules—we can make generalizations about what terms like floaty, tight, smooth, responsive and loose mean. Not only in a particular game, but across different games. Once we can measure game feel, we can master it.

  INTRODUCTION Practical Examples

  The metrics we developed in Section II are applied to specific games, providing comprehensive analysis of how the feel of these games function and providing a template for creating games with similar feel. This section will give you clear, practical steps for creating a game that feels a particular way. In addition, I have constructed playable and editable examples for each game (find them at www. game-feel.com) so you can follow along and experience how the feel of each game changes and grows.

   Principles of Game Feel

  What principles, if followed, will make all games feel better? This section general- izes the lessons of the good-feeling examples and measurable pieces of game feel into a set of best practices for game feel.

   The Future of Game Feel

  This section uses the lessons and definitions of the previous chapters to examine the input devices, rendering technology and thought problems that will define how game feel will be used in the future. With deep, expressive interactivity, can we pro- vide experiences which don’t require the backdrop of skill and challenge? Is it pos- sible to express things spatially without competition? Could game feel be a form of deeply personal expression like dance or martial arts?

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  ONE

CHAPTER

Defining Game Feel

  There is no standard definition of game feel. As players and game designers, we have some beginnings of common language, but we have never collectively defined game feel above what’s necessary for discussing a specific game. We can talk about the feel of a game as being “ floaty ” or “ responsive ” or “ loose, ” and these descrip- tions may even have meaning across games, as in “We need to make our game feel more responsive, like Asteroids. ” But if I ask 10 working game designers what game feel is—as I did in preparation for writing this book—I get 10 different answers. And here’s the thing: each of these answers is correct. Each answer describes a different facet, a different area, which is crucial to game feel.

  To many designers, game feel is about intuitive controls. A good-feeling game is one that lets players do what they want when they want, without having to think too much about it. Good game feel is about making a game easy to learn but difficult to master. The enjoyment is in the learning, in the perfect balance between player skill and the challenge presented. Feelings of mastery bring their own intrinsic rewards.

  Another camp focuses on physical interactions with virtual objects. It’s all about timing, about making players really feel the impact, about the number of frames each move takes, or about how polished the interactions are.

  Other designers insist that game feel is all about making the players feel as though they’re really there, as though they’re in the game. All their efforts go into creating a feel that seems more “ realistic ” to players, which somehow increases this sense of immersion, a term that is also loosely defined.

  Finally, to some designers, game feel is all about appeal. It’s all about layering on effect after careful effect, polishing every interaction—no matter how trivial— until interacting with the game has a foundation of aesthetic pleasure.

  The problem is unity. How do these experiences become a cohesive whole? They all tell us something about game feel, but they do not help us define it. St. Augustine’s comment about defining time comes to mind: “What then is time? If no one asks me, I know what it is. If I wish to explain it to him who asks, I do not know. ”

  Game feel is the same way. Without close examination, we know what it is. Try to define it and the explanation quickly unravels into best practices and personal experiences. CHAPTER ONE • DEFINING GAME FEEL

  This book is about how to make good-feeling games. But first we need to be clear about what game feel is. We need to separate medium from content. We need a definition that enables us to separate the conditions that are necessary for game feel from the judgments that make a game feel a certain way.

  What is the underlying phenomenon, apart from our own experiences and the craft knowledge of building games? What are the building blocks? Just what is game feel?

  The Three Building Blocks of Game Feel

  Game feel, as experienced by players, is built from three parts: real-time control, simulated space and polish.

   Real-Time Control

  Real-time control is a specific form of interactivity. Like all interactivity, it includes at least two participants—in this case the computer and the user—who come together to form a closed loop, as illustrated in Figure 1.1 , the concept couldn’t be simpler.

  The user has some intent, which is expressed to the computer in the form of the user’s input. The computer reconciles this input with its own internal model and outputs the results. The user then perceives the changes, thinks about how they compare to the original intent, and formulates a new action, which is expressed to the computer through another input.

  F I G U R E

1.1 Interactivity involves the exchange of information and action between at least two participants.

THE THREE BUILDING BLOCKS OF GAME FEEL

  In his book, Chris Crawford on Game Design, game designer Chris Crawford likens this process to a conversation, a “cyclic process in which two active agents alternately (and metaphorically) listen, think and speak. ”

  The conversation in Figure 1.2 begins when one participant, Bob, speaks. The other participant, Bill, listens to what was said, thinks about it, formulates a response and speaks in return. Now it’s Bob’s turn to listen, think and speak, and so on. In Crawford’s model, a computer replaces one of the participants, “ listening ” to the player’s input via the input device, thinking by processing that input and changing system state and “ speaking ” via the screen and speakers ( Figure 1.3 ).

  F I G U R E 1.2 Interactivity as a conversation.

  However, the metaphor of a conversation between human and computer doesn’t fit all situations. Real-time control is not like a conversation. It’s more like driv- ing a car. If a driver wants to turn left, it’s more action than thought. He turns the wheel in the corresponding direction, using what he sees, hears and feels to make small corrections until the turn is complete. The process is nearly instantaneous. The “conversation ” takes place in minute increments, below the level of conscious- ness, in an uninterrupted flow of command. The result of input feels as though it is CHAPTER ONE • DEFINING GAME FEEL F I G U R E 1.3 The conversation between human and computer.

  perceived in the same moment it’s expressed. This is the basis of game feel: precise, continuous control over a moving avatar.

  This is a starting point for our definition of game feel: Real-time control of virtual objects. The problem with this definition is context. Imagine a ball suspended in a field of blank whiteness. How would you be able to tell if it were moving? Without the backdrop of space to move through, there can be no motion. More importantly, there can be no physical interaction between objects. For the sense of interacting physically with the game world, there needs to be some kind of simulated space.

   Playable Example

  If you’re near a computer, open game feel example CH01 - 1 to experience the necessity of context. This is a first-person shooter game. Use the WASD keys to move around and the mouse to aim. Can you feel the motion? No? Now press the “ 1 ” key. With a simulated space, there is feel.

   Simulated Space

  Simulated space refers to simulated physical interactions in virtual space, perceived actively by the player. This means collision detection and response between a real- time controlled avatar and objects in a game world. It also means level design—the construction and spacing of objects relative to the speed of the avatar’s movements. These interactions give meaning to the motion of an avatar by providing objects

THE THREE BUILDING BLOCKS OF GAME FEEL

  to move around and between, to bump into, and to use as a frame of reference for the impression of speed. This gives us the tactile, physical sense of interacting with virtual environments the same way we interact with our everyday physical spaces. Using the avatar as a channel for expression and perception, we experience game worlds at the tactile, physical level of the world around us.

   Playable Example

  Open example CH01 - 2 to experience the difference. Move around and feel the sensation of control. Now press the “ 1 ” key to enable collisions. Feel how dif- ferent that is? The other necessary component for simulated space is that it must be actively perceived. Perception happens on a scale of passive to active. The interaction of objects you see on TV and in films is passively perceived. Exploring a simulated space using real-time control is active perception. Game feel is active perception.

  The key question is “How does the player interact with the space? ” Some games have detailed collision/response systems and level design, but the player does not experience them directly. Starcraft is an example of a game like this, as we’ll see in a moment. In other games, space is an abstraction. Games with grids, tiles and hexagonal movement use space abstractly. This is not a simulation of space in the literal sense, which is the sense we’re after. Game feel as we’re defining it means active perception of literal space.

  If we add the concept of context to our definition, it becomes: Real-time control of virtual objects in simulated space. This definition is close, but with it we are ignoring the impact of animations, sounds, particles and camera shake. Without these “ polish ” effects, much of the feel of a game is missing. There are objects interacting with only simulated responses giving clues about whether they’re heavy, light, soft, sticky, metallic, rubber and so on. Polish sells interaction by providing these clues.

   Polish

  Polish refers to any effect that artificially enhances interaction without changing the underlying simulation. This could mean dust particles at a character’s feet as it slides, a crashing sound when two cars collide, a “camera shake ” to emphasize a weighty impact, or a keyframed animation that makes a character seem to squash and stretch as it moves. Polish effects add appeal and emphasize the physical nature of interactions, helping designers sell those objects to the player as real. This is separate from interactions such as collisions, which feed back into the underlying

  CHAPTER ONE • DEFINING GAME FEEL F I G U R E 1.4 Street Fighter II without animation: just weird fighting boxes.

  simulation. For example, if you take away the animations from Street Fighter II, you end up with something like Figure 1.4 .

  If all polish were removed, the essential functionality of the game would be unal- tered, but the player would find the experience less perceptually convincing and therefore less appealing. This is because—for players—simulation and polish are indistinguishable. Feel can be just as strongly influenced by polish effects as by a collision system. For example, a simple squash and stretch animation layered on top of a moving avatar can radically change the feel of a game, as the creators of the popular student game De Blob discovered. A post from Joost Van Dongen reported that “When the ball bounces or moves very fast, it slightly deforms, and while roll- ing it slightly sags. On screenshots this is quite a subtle effect, but when seen in action, it really looks fun. An interesting detail is that it changes the feel of the gameplay entirely. Without the squash-shader, the game feels like playing with a ball made of stone. Then with no changes to the physics at all, the squash-shader makes it feel much more like a ball of paint. Nice to see how the player can be

  1 deceived about gameplay using graphics only ” (see Figure 1.5 ).

  Assembling these three elements—real-time control, simulated space and polish—into a single experience, we arrive at a basic, workable definition of game feel:

  

Real-time control of virtual objects in a simulated space, with interactions

emphasized by polish.

  The player controls the avatar, the avatar interacts with the game environment and polish effects emphasize those interactions and provide additional appeal.

   Examples

  The question that naturally follows is “Does game X have game feel? ” With our basic definition, we can classify most games this way. For example, Sonic the Hedgehog has game feel while Civilization 4 does not. Sonic has real-time control 1 while Civ 4 is turn based, placing it outside our definition. But to say that Civ 4 has

  http://www.gamedev.net/community/forums/topic.asp?topic_id ⫽ 401276

THE THREE BUILDING BLOCKS OF GAME FEEL

  no feel whatsoever seems wrong. It has polish effects—animations, sounds and par- ticles—and these alter the feel of interacting with the game, especially when things are clicked and when armies clash.

  What this indicates is that there are different types of game feel ( Figure 1.6 ).

  F I G U R E 1.5 Squash and Stretch in De Blob.

  1. In the center, where all three intersect, is true game feel. Games like Half-Life, Sonic the Hedgehog and Super Mario 64 reside here. These games have all the components of game feel as we’ve defined it. This type of game feel is the topic of this book.

  2. This is raw game feel. Even without polish effects, the simulation of collisions gives the experience of physical interaction between objects. But much of the appeal and sense of physical interaction is lost. Games are almost never released without polish effects, but you can play example CH01-3 to get a sense of what this feels like (press the “ 2 ” key once you’ve opened the game).

  3. This is pure aesthetic sensation of control. There is polished real-time control, but no substance to the interactions. This feels weird. With sounds and particles

  CHAPTER ONE • DEFINING GAME FEEL F I G U R E 1.6 The intersection of the building blocks creates a wide range of levels of game feel.

  but no simulated interaction, it’s like seeing behind the curtain. There’s a disso- nance for the player. The particle effects and sounds convey some impression of a physical reality, but there’s a mismatch between the motion of the object and the polish clues. Without simulation, it’s difficult to create a sensation of physi- cal interaction. There are rarely games that have this combination of real-time control and polish, but which exclude spatial simulation. (To experience this, press the “ 3 ” key in example CH01-3.) 4. This is physical simulation used for vicarious sensation and to drive gameplay.

  Games like Peggle, Globulos and Armadillo Run use simulation this way. In these games, there’s a detailed physical simulation driving interactions between objects but the resulting sensations are perceived passively because the player has no real-time control. In the same way, polish effects like sounds and par- ticles may serve to emphasize the interactions between objects or make them more appealing, but these sensations are perceived passively, as they would be in a film or cartoon. (Press the “ 4 ” key to experience this in example CH01-3.)

  5. This is naked real-time control, without polish or simulated space. Again, I can’t think of an example of a game that uses only real-time control without any kind of polish or simulation effects. (To experience this you can press the “ 5 ” key in example CH01-3. It’s interesting to noodle around, but the motion doesn’t have a lot of meaning or appeal without simulation and polish.)

  6. This is naked spatial simulation. The best example of this I’m aware of is the freeware game Bridge Builder. There is a physical simulation driving the motion of the objects, but is perceived passively.

THE THREE BUILDING BLOCKS OF GAME FEEL

  7. Finally, there is naked polish. Games like Civilization 4 and Bejeweled use polish

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  effects this way, without real-time control or spatial simulation. In these games, polish effects sell the nature of the interactions, giving objects a weight, pres- ence, volume and so on, but these perceptions are indirect. Now let’s apply. Where does, say, Starcraft sit on the diagram?

  At first glance, Starcraft appears to have real-time control. You can click at any time to specify new orders for your units. While moving units, you can update their destination as quickly as you can spam clicks onto the screen. But control over the units is not an uninterrupted flow from player to game. Each click is a momentary impulse of control that ends as quickly as it starts. You set the destination but don’t guide the journey. This is not quite real-time control in the sense we’re after.

  There also appears to be a simulated space Starcraft. Units can run into cliffs, structures and rocks. But precisely those things that would lend a physical, tactile sensation—steering around objects, aiming and choosing when to fire—are handled by the computer. This is a simulated space with collisions and interactions, but per- ceived indirectly by the player.

  The one thing Starcraft has in abundance is polish. The units have detailed ani- mations, sounds and particles that sell their interaction with the game world and each other. The feel of Starcraft comes from these polish effects, and it is solid. Zerglings scamper, Marines trudge and everything explodes spectacularly when destroyed. This puts Starcraft on the Venn diagram in 4, the intersection of spatial simulation and polish.

  This is not true game feel. The control of units is not real time, and the player cannot interact with the simulated space directly. Because it has only one of the three criteria, Starcraft falls outside our definition for game feel. Okay, okay. Breathe. Be calm.

  Before you get your Zerglings in a bunch, remember that definition is not value judgment. We’re defining the medium of game feel, not saying anything about good or bad game feel or about whether a game is good or bad generally. The anima- tions, sounds and particle effects in Starcraft are excellent, and as a game it’s unri- valed in terms of balance and system design.

  For the purposes of this book, “game feel ” means true game feel, the point at the center of our diagram. That is, games that includes real-time control, spatial simulation and polish. This book is about creating good-feeling games of that particular type. The other kinds of feel are important, but we have to draw the line somewhere.

  But what about a game like Diablo? This is where our definition gets a little murky. Does Diablo have real-time control or not? It seems real time, but the inter- face is lots of clicking. What’s the threshold for real-time control? And what about simulated space? The character in Diablo walks around and bumps into things, but 2 is this actively perceived by the player? Does it feel like navigating an everyday

  

Actually, both of these games make use of a mouse cursor, which is a form of real-time control. In

these cases, though, the cursor is intended to be a transparent interface to the interesting choices in the game. The usage is more like using Web page than playing Cursor Attack. CHAPTER ONE • DEFINING GAME FEEL

  physical space? We’ll delve deeper into real-time control and simulated space in Chapter 2 to answer these questions.

  So what can we do with this definition and the three building blocks of game feel? To answer that question, let’s now shift focus back to content, to expression and to the experience of game feel itself. Specifically, let’s go through some of the different experiences of game feel and examine how game designers can craft them using real-time control, simulated space and polish.

  Experiences of Game Feel

  Game feel is comprised of many different experiences. For example, the simple pleasure of control, feelings of mastery and clumsiness, and the tactile sensation of interacting with virtual objects might all happen within a few seconds of picking up the controller. What we call game feel is the sum of all these experiences blended together, coming to the surface at different times. To understand game feel we need to understand the different experiences that comprise it; what they are, how they are crafted and how they interrelate. The five most common experiences of game feel are: The aesthetic sensation of control The pleasure of learning, practicing and mastering a skill Extension of the senses Extension of identity

  Interaction with a unique physical reality within the game

   The Aesthetic Sensation of Control

  When I was young, playing Frogger and Rastan on my dad’s Commodore 64, game feel was a toy. It was the delightful sense of puppetry I got when I controlled some- thing in a game. But it felt like the game was controlling me, too. I’d start lean- ing left and right in my chair, trying to move just a bit faster or more accurately. I’d pull my head a little to one side to try to see around something on the screen. Most of all, it just felt great to see something on a screen move and react to my button presses. I wasn’t coordinated enough to really engage with the challenge of the game, but there was a pure, aesthetic beauty to control. I loved this sensation and played with it for hours. This was the experience of game feel as an aesthetic sensation of control.

   The Pleasure of Learning, Practicing and Mastering a Skill A few years later, when I played Super Mario Brothers for the first time, I was super-inept.

  I was playing with friends from down the block who were older and more coordinated and could afford their own Nintendo. My turn was short, blustering and red-faced.

EXPERIENCES OF GAME FEEL

  However, before I had to hand off the controller, I had the sense that even the smallest motion could produce a long chain of interesting events and feel intensely rewarding. Smash a block with your head and it jiggles and makes a silly little noise. Hit an attractive, flashing question block in the same way and a coin pops out, accompanied by a shower of sound and animation. All of this rich, low-level interaction served to cushion the fact that, at first, the game was very challenging for a nine-year-old. It was OK to suck because it was fun just to noodle around and bump into things.

  There even seemed to be different skills, the same way you practice dribbling, kicking and heading in soccer. For example, I had to learn to time my jumps, hold- ing down the button for the right amount time, and to feather my presses of the d-pad to control speed. Combining small, incremental improvements in these areas, I started to get better and better, reaching higher levels of the game. Three weeks later, when Bowser tumbled bug-eyed into the lava, I felt a powerful sense of accomplishment, like scoring the tie-breaking goal. I’d been playing soccer for two years, but this game gave me the same feeling of pride in just three weeks. In one neatly wrapped package, there were skills to master, rewards at every level and a hyper-accelerated ramp of increasing challenges upon which to test those skills. Even better, I didn’t have to stop practicing because I was tired or because it was dark outside. This was the experience of game feel as a skill.

   Extension of the Senses

  I grew up a bit and learned how to drive a car. This learning was very similar to mastering the controls of a new game, but it seemed to take longer, to be less fun and to lack built-in milestones against which I could measure my progress. After a while, I began to develop a sense of how far the car extended around me in each direction. I could gauge how close I could drive to other cars and whether or not my

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  car would fit into the parking space in front of Galactican. To do this, I relied on a weird sort of intuition about how far the car extended around me, which made the car feel like a large, clumsy appendage. This was also like playing a game in a funny way. When I drove the car, as when I played Bionic Commando, I had a sense that thing I was controlling was an extension of my body. This was the experience of game feel as an extension of the senses.

   Extension of Identity