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GAME FEEL – “JUICING” YOUR
GAME
TOPICS
• What is “game feel” and what does it do?
• Elements of game feel
• Mechanics/emotion
• Perspectives on “juicing” mechanics
WHAT IS GAME FEEL?
• Game Feel – The intangible,
tactile sensation experienced
when playing video games
ELEMENTS OF GAME FEEL
• Elements of Game Feel
• Input
• Response
• Context
• Aesthetic
• Metaphor
• Rules
ELEMENTS OF GAME FEEL
• Input – the actual haptics of the
device you use to interact with
the game
• Inherently effects how you
perceive controlling the game
• Stickiness of the controller
• How “clicky” buttons are
• Ergonomics
ELEMENTS OF GAME FEEL
• Response – how the game
responds to player input
• Amount of delay
• How sensitive controls are
• Does the character start and stop
harshly or do their movements
blend into one another
• Inertia
ELEMENTS OF GAME FEEL
• Context – Environments provide
interesting places for input and
response to occur
• Level design properly created to
respond to the player character’s
abilities
• Player metrics – The movement
capabilities of the player character
translated into unit-based
measurements
• “Intimate space” – spaces
designed to best take advantage of
the movement capabilities of player
characters
• http://ubm.io/2x5iJCl
ELEMENTS OF GAME FEEL
• Aesthetic – Visual and auditory
amplifications of input/response
• How “big” the response from the
game is
• Screen shake
• Particle effects or other explosion
effect
• Over-the-top animation
• How animations blend with one
another
• Satisfying sound effects
• Big vs. little sound effects
ELEMENTS OF GAME FEEL
• Metaphor – How much
mechanics relate to the game’s
theme
• Do mechanics match user
expectations
• Do the type of mechanics
available match the game’s fiction
or theme?
MECHANICS/EMOTION
“Talking about a videogame being tight
or crunchy or sluggish or sticky feels like it
is at odds with the hardcoded and
definitive code and programming logic
and on/off switches that videogames are
made out of. ”
~Brendan Keogh
PERSPECTIVES ON “JUICE”
• “Juice” – Indie game developer
slang for “game feel”
• Popularly understood as the
“aesthetics” part of game feel
• Screen shake
• Particles
• Special effects
• Sounds
PERSPECTIVES ON “JUICE”
“A criticism of many of the above talks and books is that
they suggest a certain level of prescriptivism. There’s a
sense across them that ‘juice’ or ‘game feel’ is
something you add to a game. If your game isn’t good,
you just add more juice. There’s a risk here of
suggesting that more is always better which, in turn,
risks turning ‘game feel’ into as useless a concept as
‘gameplay’, where games are evaluated on how much
game feel they possess rather than on how they feel.”
~Brendan Keogh, again
THE NUANCES OF JUICE
• “How can I tune the juice of my
game so it is coherent?” ~Lisa
Brown, indie game developer
• “Juice is just an emphasis on what
the player should be feeling in a
particular moment” ~Lisa Brown
and Rami Ismail
THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
had to signify “powered up”
• A single-shot particle
• A sound
• A “tail” of particles
• DIDN’T WORK!
THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
playtesters suggested:
• Changing the shape of the wedge
to a rectangle or other object (the
work the game is based on is
specifically about a wedge)
• Having the red wedge turn another
color entirely (the work the game is
based on is specifically about a RED
wedge)
• DIDN’T EXPRESS THE IDEA!
THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
HAS AFTER PLAYTESTING to
signify “powered up”
• A bigger single-shot particle
• A louder sound
• A “tail” of particles
• Flashing shades of red-hued colors
• WORKS AND EXPRESSES THE
IDEA!
THE NUANCES OF JUICE
• Nuclear Throne – top down
procedural shooter
• Has “juice”
• Screenshake
• Special effects
• Particles
• The “juice” is very contextual
• Screenshake follows the direction
of the player’s shot and the
“intensity” of the weapon
THE NUANCES OF JUICE
• Imaginal – Zen game about
catching lightning bugs
• Subtle but emotive “feel” elements
• Lightning bugs flash
• Play tone
• Subtle particles on lightning
bugs when they flash
• Can be caught when lit, but only
when lit brightly
• Flashing light reveals the world and
is when you can execute the core
mechanic, so there’s an anticipation
• Longer light “window” and gentle
light dimming creates a calmer
game
THE NUANCES OF JUICE
• Dead Man’s Trail – zombie horror
adventure game
• “Reverse” game feel
• Shooting has small/subtle particles
• Muzzle flash
• Blood spurt
• Killing a zombie is temporary fun
• Satisfying death animation
• The rest of the horde probably steps over the
one you just killed
• Screenshake when the ZOMBIES HIT YOU
• Only exception is “fording the horde”
• Very juiced
• Still risky and full of fail states – shaking might
mean you are screwing up your vehicle
THE NUANCES OF JUICE
• What is your game about?
• What are players supposed to “feel”
during your game?
• Calm?
• Intensity?
• Powerful?
• Scared?
• What is your game supposed to
express?
• Story?
• Symbolism?
• Intellectual property?
• Think about how the “ingredients”
of juice can be used to express
these things

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"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game

  • 1. GAME FEEL – “JUICING” YOUR GAME
  • 2. TOPICS • What is “game feel” and what does it do? • Elements of game feel • Mechanics/emotion • Perspectives on “juicing” mechanics
  • 3. WHAT IS GAME FEEL? • Game Feel – The intangible, tactile sensation experienced when playing video games
  • 4. ELEMENTS OF GAME FEEL • Elements of Game Feel • Input • Response • Context • Aesthetic • Metaphor • Rules
  • 5. ELEMENTS OF GAME FEEL • Input – the actual haptics of the device you use to interact with the game • Inherently effects how you perceive controlling the game • Stickiness of the controller • How “clicky” buttons are • Ergonomics
  • 6. ELEMENTS OF GAME FEEL • Response – how the game responds to player input • Amount of delay • How sensitive controls are • Does the character start and stop harshly or do their movements blend into one another • Inertia
  • 7. ELEMENTS OF GAME FEEL • Context – Environments provide interesting places for input and response to occur • Level design properly created to respond to the player character’s abilities • Player metrics – The movement capabilities of the player character translated into unit-based measurements • “Intimate space” – spaces designed to best take advantage of the movement capabilities of player characters • http://ubm.io/2x5iJCl
  • 8. ELEMENTS OF GAME FEEL • Aesthetic – Visual and auditory amplifications of input/response • How “big” the response from the game is • Screen shake • Particle effects or other explosion effect • Over-the-top animation • How animations blend with one another • Satisfying sound effects • Big vs. little sound effects
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  • 10. ELEMENTS OF GAME FEEL • Metaphor – How much mechanics relate to the game’s theme • Do mechanics match user expectations • Do the type of mechanics available match the game’s fiction or theme?
  • 11. MECHANICS/EMOTION “Talking about a videogame being tight or crunchy or sluggish or sticky feels like it is at odds with the hardcoded and definitive code and programming logic and on/off switches that videogames are made out of. ” ~Brendan Keogh
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  • 13. PERSPECTIVES ON “JUICE” • “Juice” – Indie game developer slang for “game feel” • Popularly understood as the “aesthetics” part of game feel • Screen shake • Particles • Special effects • Sounds
  • 14. PERSPECTIVES ON “JUICE” “A criticism of many of the above talks and books is that they suggest a certain level of prescriptivism. There’s a sense across them that ‘juice’ or ‘game feel’ is something you add to a game. If your game isn’t good, you just add more juice. There’s a risk here of suggesting that more is always better which, in turn, risks turning ‘game feel’ into as useless a concept as ‘gameplay’, where games are evaluated on how much game feel they possess rather than on how they feel.” ~Brendan Keogh, again
  • 15. THE NUANCES OF JUICE • “How can I tune the juice of my game so it is coherent?” ~Lisa Brown, indie game developer • “Juice is just an emphasis on what the player should be feeling in a particular moment” ~Lisa Brown and Rami Ismail
  • 16. THE NUANCES OF JUICE • Things that Lissitzky’s Revenge had to signify “powered up” • A single-shot particle • A sound • A “tail” of particles • DIDN’T WORK!
  • 17. THE NUANCES OF JUICE • Things that Lissitzky’s Revenge playtesters suggested: • Changing the shape of the wedge to a rectangle or other object (the work the game is based on is specifically about a wedge) • Having the red wedge turn another color entirely (the work the game is based on is specifically about a RED wedge) • DIDN’T EXPRESS THE IDEA!
  • 18. THE NUANCES OF JUICE • Things that Lissitzky’s Revenge HAS AFTER PLAYTESTING to signify “powered up” • A bigger single-shot particle • A louder sound • A “tail” of particles • Flashing shades of red-hued colors • WORKS AND EXPRESSES THE IDEA!
  • 19. THE NUANCES OF JUICE • Nuclear Throne – top down procedural shooter • Has “juice” • Screenshake • Special effects • Particles • The “juice” is very contextual • Screenshake follows the direction of the player’s shot and the “intensity” of the weapon
  • 20. THE NUANCES OF JUICE • Imaginal – Zen game about catching lightning bugs • Subtle but emotive “feel” elements • Lightning bugs flash • Play tone • Subtle particles on lightning bugs when they flash • Can be caught when lit, but only when lit brightly • Flashing light reveals the world and is when you can execute the core mechanic, so there’s an anticipation • Longer light “window” and gentle light dimming creates a calmer game
  • 21. THE NUANCES OF JUICE • Dead Man’s Trail – zombie horror adventure game • “Reverse” game feel • Shooting has small/subtle particles • Muzzle flash • Blood spurt • Killing a zombie is temporary fun • Satisfying death animation • The rest of the horde probably steps over the one you just killed • Screenshake when the ZOMBIES HIT YOU • Only exception is “fording the horde” • Very juiced • Still risky and full of fail states – shaking might mean you are screwing up your vehicle
  • 22. THE NUANCES OF JUICE • What is your game about? • What are players supposed to “feel” during your game? • Calm? • Intensity? • Powerful? • Scared? • What is your game supposed to express? • Story? • Symbolism? • Intellectual property? • Think about how the “ingredients” of juice can be used to express these things