Browse content
Table of contents
Actions for selected chapters
- Full text access
- Book chapterNo access
Chapter 1 - Defining Game Feel
Pages 1-33 - Book chapterNo access
Chapter 2 - Game Feel and Human Perception
Pages 35-60 - Book chapterNo access
Chapter 3 - The Game Feel Model of Interactivity
Pages 61-68 - Book chapterNo access
Chapter 4 - Mechanics of Game Feel
Pages 69-80 - Book chapterNo access
Chapter 5 - Beyond Intuition: Metrics for Game Feel
Pages 81-100 - Book chapterNo access
Chapter 6 - Input Metrics
Pages 101-118 - Book chapterNo access
Chapter 7 - Response Metrics
Pages 119-138 - Book chapterNo access
Chapter 8 - Context Metrics
Pages 139-149 - Book chapterNo access
Chapter 9 - Polish Metrics
Pages 151-170 - Book chapterNo access
Chapter 10 - Metaphor Metrics
Pages 171-178 - Book chapterNo access
Chapter 11 - Rules Metrics
Pages 179-186 - Book chapterNo access
Chapter 12 - Asteroids
Pages 187-199 - Book chapterNo access
Chapter 13 - Super Mario Brothers
Pages 201-228 - Book chapterNo access
Chapter 14 - Bionic Commando
Pages 229-245 - Book chapterNo access
Chapter 15 - Super Mario 64
Pages 247-275 - Book chapterNo access
Chapter 16 - Raptor Safari
Pages 277-296 - Book chapterNo access
Chapter 17 - Principles of Game Feel
Pages 297-309 - Book chapterNo access
Chapter 18 - Games I Want to Make
Pages 311-320 - Book chapterNo access
Chapter 19 - The Future of Game Feel
Pages 321-344 - Book chapterNo access
Index
Pages 345-358
About the book
Publisher's Note: Transferred to Taylor & Francis as of 2012
Description
"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 feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
"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 feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Key Features
*Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples
*Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle
*Website includes a fully playable interactive playset with ready-made tools for game designers
*Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples
*Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle
*Website includes a fully playable interactive playset with ready-made tools for game designers
Details
ISBN
978-0-12-374328-2
Language
English
Published
2008
Copyright
Copyright © 2009 Elsevier Inc. All rights reserved
Imprint
Morgan Kaufmann