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DESIGNING GAME FEEL.


A SURVEY.
MARTIN PICHLMAIR & MADS JOHANSEN


IEEE COG 2021 PRESENTATION
A SURVEY PAPER
A SURVEY PAPER YOU SAY?
We analysed over 200 sources.


They came mostly from 3 areas: prior research on game feel, context
for understanding game feel, and re
fl
ections of practitioners on
game feel.


We did not look at games directly except when we tried to explain a
speci
fi
c game mechanic or design element.
WHAT IS GAME FEEL?
CANONICAL DEFINITION
Game Feel is the feeling of “real-time control of virtual objects in a
simulated space, with interactions emphasised by polish” (Swink,
2009)
OUR DEFINITION
Game feel is the feeling of control of a game, with interactions
emphasised by different kinds of polish. Game feel is an affective
part of interactivity. Game feel design is designing how the
interaction feels.
An example of a kind of polish activity is juicing:


“You’re not juicing your game — you’re actually picking
a feeling that your game should communicate and
juicing that feeling” (Lisa Brown, 2016)
EVERYTHING IS CONNECTED
Game feel
Cognitive Science
Neuroscience
HCI
Game Design
Design Theory
Pragmatist Philosophy
Interaction Design
User Experience Design
Accessibility
Narratology
Ludology
Play Design
Mathematics
Psychology
PRINCIPLES
GAME DESIGN PROCESS
Foundation Polish
WHAT KINDS OF POLISH?
Design Domain Physicality Ampli
fi
cation Support Writing Rules …
Domain
Description
The physical
simulation.
Intensifying the
experience.
Enabling the
player.
Making a
narrative
experienceable.
Creating systems
to interact with.
…
Task Description Setting
parameters to
specify the
behaviour of
objects.
Adding feedback
to emphasise,
clarify, and
amplify.
Acting on the
player intent by
interpreting the
input in context
of the gameplay
situation.
Designing the
dramatic arc of
the experience.
Ensuring that the
interactions
between dynamic
systems in a
game do not
degenerate.
…
Polishing Task Tuning Juicing Streamlining Editing Balancing …
Covered in the paper
Left for future research…
BALANCING THE FEEL
This is Tanya X. Short, experienced
game designer and CEO, talking
about how game feel and balancing
interact in a classical RPG context.
It’s everywhere :)
CATEGORIES OF GAME FEEL
We found 5 categories of design elements and 31
subcategories (but of course there are more):


• Movement and Action (10 elements)


• Event Signi
fi
cation (10 elements)


• Time Manipulation (4 elements)


• Persistence (5 elements)


• Scene Framing (2 elements)


We assigned what design task they are connected to based
on our de
fi
nitions of those (physicality, ampli
fi
cation, and
support).
JUMPING
An example of an academic paper that drills
into individual parameters.
COYOTE TIME
An example of a re
fl
ection by a
practitioner.
OBSERVATIONS
COMPOUND EFFECTS
• Movement and Action


• Invincibility during attack


• Backstab region behind enemy


• Equipment-determined speed of character


• Event Signi
fi
cation


• Blood particles


• Sound effects


• Haptic feedback (controller vibration)


• Time Manipulation


• Slowdown of enemy


• Persistence


• Follow-through (animation after success)


• Scene Framing


• Camera orbiting
In practice, most effects are
compounds, demonstrated here on
hand of backstabbing in Dark Souls 3.
PLAYER INTENT > SIMULATION
“working on the player’s intent
rather than making a precise
simulation ” (Thorson, 2019)
“If done successfully, the player has an
immersive experience, that is the player thinks
only about what they're doing in the game, not
about how to manipulate the controller to get
some desired result.“ (Zimmerman, 2010)
“[Coyote Time] has a bunch of good side effects that make it
seem like the game knows your intentions.” (Nijman, 2020)
SUMMARY
DESIGNING GAME FEEL
Game feel design is minute design work that evokes an affective
reaction in the player. If game feel design is the act of
fi
ne-tuning
the relationship between expected and actual outcome of an
interactive process then it must be regarded central to the game
design process.
WHAT CAN I DO WITH THIS?
1. You can use the list as a reference and look up sources for the category you
are concerned with.


2. You can analyse further design domains to gain more insights. Or expand
the concept to physical games, urban games, …


3. You can devise a design process that acknowledges different tasks at
different design stages.


4. You can analyse whether and how different polish tasks are applied to
different design tasks in order to get a more granular understanding of
game design
SQUEEZER
A mixed-initiative tool for
automatic juice creation.
5. Or you can make tools that
support game feel design.
THANK YOU FOR LISTENING
Martin Pichlmair


IT University of Copenhagen


mpic@itu.dk


Twitter: @martinpi
(This slide demonstrates how Bullet Time powers ampli
fi
cation)

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Designing Game Feel

  • 1. DESIGNING GAME FEEL. A SURVEY. MARTIN PICHLMAIR & MADS JOHANSEN IEEE COG 2021 PRESENTATION
  • 3. A SURVEY PAPER YOU SAY? We analysed over 200 sources. They came mostly from 3 areas: prior research on game feel, context for understanding game feel, and re fl ections of practitioners on game feel. We did not look at games directly except when we tried to explain a speci fi c game mechanic or design element.
  • 4. WHAT IS GAME FEEL?
  • 5. CANONICAL DEFINITION Game Feel is the feeling of “real-time control of virtual objects in a simulated space, with interactions emphasised by polish” (Swink, 2009)
  • 6. OUR DEFINITION Game feel is the feeling of control of a game, with interactions emphasised by different kinds of polish. Game feel is an affective part of interactivity. Game feel design is designing how the interaction feels. An example of a kind of polish activity is juicing: 
 “You’re not juicing your game — you’re actually picking a feeling that your game should communicate and juicing that feeling” (Lisa Brown, 2016)
  • 7. EVERYTHING IS CONNECTED Game feel Cognitive Science Neuroscience HCI Game Design Design Theory Pragmatist Philosophy Interaction Design User Experience Design Accessibility Narratology Ludology Play Design Mathematics Psychology
  • 10. WHAT KINDS OF POLISH? Design Domain Physicality Ampli fi cation Support Writing Rules … Domain Description The physical simulation. Intensifying the experience. Enabling the player. Making a narrative experienceable. Creating systems to interact with. … Task Description Setting parameters to specify the behaviour of objects. Adding feedback to emphasise, clarify, and amplify. Acting on the player intent by interpreting the input in context of the gameplay situation. Designing the dramatic arc of the experience. Ensuring that the interactions between dynamic systems in a game do not degenerate. … Polishing Task Tuning Juicing Streamlining Editing Balancing … Covered in the paper Left for future research…
  • 11. BALANCING THE FEEL This is Tanya X. Short, experienced game designer and CEO, talking about how game feel and balancing interact in a classical RPG context. It’s everywhere :)
  • 13. We found 5 categories of design elements and 31 subcategories (but of course there are more): • Movement and Action (10 elements) • Event Signi fi cation (10 elements) • Time Manipulation (4 elements) • Persistence (5 elements) • Scene Framing (2 elements) We assigned what design task they are connected to based on our de fi nitions of those (physicality, ampli fi cation, and support).
  • 14. JUMPING An example of an academic paper that drills into individual parameters.
  • 15. COYOTE TIME An example of a re fl ection by a practitioner.
  • 17. COMPOUND EFFECTS • Movement and Action • Invincibility during attack • Backstab region behind enemy • Equipment-determined speed of character • Event Signi fi cation • Blood particles • Sound effects • Haptic feedback (controller vibration) • Time Manipulation • Slowdown of enemy • Persistence • Follow-through (animation after success) • Scene Framing • Camera orbiting In practice, most effects are compounds, demonstrated here on hand of backstabbing in Dark Souls 3.
  • 18. PLAYER INTENT > SIMULATION “working on the player’s intent rather than making a precise simulation ” (Thorson, 2019) “If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result.“ (Zimmerman, 2010) “[Coyote Time] has a bunch of good side effects that make it seem like the game knows your intentions.” (Nijman, 2020)
  • 20. DESIGNING GAME FEEL Game feel design is minute design work that evokes an affective reaction in the player. If game feel design is the act of fi ne-tuning the relationship between expected and actual outcome of an interactive process then it must be regarded central to the game design process.
  • 21. WHAT CAN I DO WITH THIS? 1. You can use the list as a reference and look up sources for the category you are concerned with. 2. You can analyse further design domains to gain more insights. Or expand the concept to physical games, urban games, … 3. You can devise a design process that acknowledges different tasks at different design stages. 4. You can analyse whether and how different polish tasks are applied to different design tasks in order to get a more granular understanding of game design
  • 22. SQUEEZER A mixed-initiative tool for automatic juice creation. 5. Or you can make tools that support game feel design.
  • 23. THANK YOU FOR LISTENING Martin Pichlmair 
 IT University of Copenhagen 
 mpic@itu.dk 
 Twitter: @martinpi (This slide demonstrates how Bullet Time powers ampli fi cation)