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Product details
Series: Morgan Kaufmann Game Design Books
Paperback: 376 pages
Publisher: Routledge; 1 edition (October 15, 2008)
Language: English
ISBN-10: 0123743281
ISBN-13: 978-0123743282
Product Dimensions:
7.4 x 0.8 x 9.7 inches
Shipping Weight: 1.8 pounds (View shipping rates and policies)
Average Customer Review:
4.2 out of 5 stars
24 customer reviews
Amazon Best Sellers Rank:
#70,788 in Books (See Top 100 in Books)
Fantastic book about the theories of what makes a game feel good and fun to play. I'd be doing the author a disservice if I attempted to explain it myself, just purchase the book and read it for yourself. Written very well and easy to understand even while going into very complex and intricate explanations.I'd say that this is a must have for any game developer. Hell, even for those who are just interested in learning more about games.
Has solid entry level ideas, but is too basic for experienced designers. I also disagreed with some of the definitions (defining game feel in a way that excludes guitar hero can't possibly be correct, and it does take place within a virtual space...). The analyses of particular games in the final 3rd of the book were the best segment. This isn't the next Rules of Play.
This is a book on a particular aspect of game design that people don't really talk about much, but it is really worth your time to read.
The book is intended to be used in conjunction with a web site that provides examples of the various concepts described in the book. Without the examples, the value of the book is severely diminished. As of the time of this post, the web site (game-feel.com) does not exist.The author states right in the book that "the real meat will be the examples".
First of all, this is not about haptics (literal 'feel', as in force feedback or other simulated touch) though haptics are touched on (har). It's about tuning the feel of a specific kind of game - the sort where your avatar, seen or unseen, becomes a virtual extension of your real self. This requires a certain tight feedback loop of repeated player input and game response that's fast enough that it becomes to some degree chunked and unconscious. Games like Super Mario 64, Half-Life, Burnout, and Geometry Wars all qualify. Civ IV and Starcraft, even though they're great games, don't qualify - the input is too far removed.It comes with a companion website, [...], and you are expected to follow along by downloading various example apps from the site at given points in the text and play with them. And they do add a huge amount to the book.I'm slightly conflicted by this book - Swink does a good job of laying out exactly what makes a good game feel right, but it's a bit too chatty and repetitive, and there is a lot it 'it should do x' without as much indication of how to do x as I would have expected. If you tinker with the provided example apps much of it will come into focus, though from a tuning side if not implementation side.I also didn't feel I learned a lot new till the end of the book, though it certainly helps to have it all laid out semi-rigorously as a checklist. On the other hand I've also played too many video games since Super Mario Bros where the designers obviously did NOT know this stuff, so I would highly recommend that anyone working in the game industry read this if you're not already Mark Cerny.The real payoff for me came in the last several chapters where he analyzes several videogames in detail: Asteroids, Super Mario Bros, Bionic Commando, Super Mario 64, and Offroad Velociraptor Safari. And the chapter on experimental games to push the limits of the various game feel metrics was quite interesting as well.There are charming hand illustrations throughout, and a constant stream of references to games (new and old) that you should have played at some point if you're a serious game author or player and which provide a shared reference. On the other hand, if you haven't, you might lose the point being made.I'd give this 4.5 stars if I could - it's a good informative book, but for most of it I didn't feel utterly compelled to keep reading no matter what, and I need that for 5 stars. There are also some obvious errors an editor should have caught, though since the technical content is almost entirely on the website it doesn't hurt too much.
When playing a video game, it's common to talk about how it feels. Stiff, floaty, slippery, etc... The feel of a game has got to be the most crucial, yet hard to define aspect of a game. Game Feel explores this elusive yet essential quality.The book looks at the feel of a game both in abstract and mathematically definable ways. It surveys areas like controller input, rules, game world context and experience enhancing polish effects (sound design, particles, etc...)Later chapters focus on examples of popular games that exhibit good game feel (Asteroids, Super Mario Bros., Bionic Commando & Mario 64) and break down the components that make these games feel so good to play.This book is kind of a dense read, which is pretty much unavoidable given the topic, but the author does a pretty good job keeping things entertaining with a rather humorous writing style. The topics are also well divided, laying out each concept separately.The book also has a companion website that contains playable examples of the concepts being covered. Unfortunately at the time of this review, only a few of the examples are actually there. Plus they have to be downloaded onto your computer rather than simply loading directly in the browser. It would also be nice if the site linked to all the articles the author mentions in the foot notes so I could avoid typing in a bunch of 40 character URLs.This book is an enlightening read even if you only desire to play video games rather than design them. I personally liked the parts on virtual perception and how some of these principles of appealing game feel are similar to principles of appeal animation. (Overlap, Squash & Stretch, etc...) It's also nice that the author wraps up with a look at some of the possible future developments of game sensation.All in all, Game Feel is an eye-opening look at the most important part of video games; the part going on in our heads.
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