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Blink 3 of 8 - The 5 AM Club
by Robin Sharma
Game Feel by Steve Swink explores the concept of tactile sensation in video games. It delves into the elements that contribute to a game's "feel" and offers practical advice for game designers to enhance player experience.
In Game Feel, Steve Swink delves into the elusive concept of 'game feel', a term that encompasses the tactile and emotional experience of playing a video game. He begins by emphasizing the importance of game feel, arguing that it is a crucial aspect that significantly impacts a player's engagement and enjoyment of a game. Swink then explores the sensory elements that contribute to game feel, such as sound, visual feedback, and haptic feedback, and how they can be manipulated to enhance the player's experience.
Swink introduces the concept of game feel as a 'synaesthetic' experience, meaning it engages multiple senses simultaneously. He emphasizes the role of sound design in creating game feel, discussing how audio cues can provide valuable feedback to the player and enhance their immersion in the game world. Furthermore, he discusses the importance of visual feedback, highlighting how subtle visual cues can significantly impact a player's understanding and enjoyment of a game.
Swink then moves on to discuss the role of metaphor in game feel, explaining how game mechanics can be metaphorically linked to real-world actions to enhance the player's understanding and engagement. He also emphasizes the significance of physicality in game feel, arguing that the tactile sensation of interacting with a game controller or device significantly influences the player's experience.
Swink further explores the concept of game feel as a form of communication between the player and the game designer. He argues that game feel can be used to convey information and emotions to the player, creating a more immersive and engaging experience. Additionally, he discusses the importance of player agency in shaping game feel, emphasizing the role of player input and control in creating a satisfying tactile experience.
As the book progresses, Swink outlines a holistic approach to designing game feel, emphasizing the need for a deep understanding of the player's sensory experience. He discusses the concept of affordances, which refers to the perceived action possibilities of an object, and how they can be used to enhance game feel. Swink also explores the role of haptic feedback, discussing how tactile sensations can be integrated into game design to create a more immersive experience.
Furthermore, Swink introduces the concept of 'juiciness' in game feel, a term that describes the satisfying, responsive, and visually appealing aspects of game design. He argues that adding juiciness to game mechanics can significantly enhance the player's tactile experience and overall enjoyment of the game. Swink also discusses the importance of iteration and playtesting in refining game feel, emphasizing the need to continuously evaluate and improve the tactile aspects of a game.
In conclusion, Game Feel provides a comprehensive exploration of the multifaceted concept of game feel, blending elements of art and science to create a satisfying player experience. Swink emphasizes the importance of understanding the player's sensory experience and leveraging various design elements to enhance game feel. He also highlights the dynamic and iterative nature of game feel design, emphasizing the need for continuous refinement and improvement.
Overall, Game Feel offers valuable insights for game designers, developers, and enthusiasts, shedding light on the often overlooked but essential aspect of game design. By understanding and leveraging the principles of game feel, designers can create more engaging, immersive, and enjoyable gaming experiences for players.
Game Feel by Steve Swink explores the elusive concept of "game feel" in the world of video game design. The book delves into the sensory and emotional experience that players have while interacting with games, and offers practical insights and techniques for creating games with an enhanced and intuitive feel. It is a must-read for game developers and anyone interested in the art and science of game design.
Game designers and developers looking to enhance the emotional impact of their games
Students and educators in the field of game design and development
Anyone interested in understanding the psychology and sensory aspects of gaming
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Blink 3 of 8 - The 5 AM Club
by Robin Sharma