Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. We analysed over 200 sources and categorised their content according to the design purpose presented. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.
翻译:游戏感觉设计是游戏与游戏瞬间互动的感官影响有意设计。在本文中,我们调查从业人员的学术研究和出版物,以全面概述关于游戏设计这一方面的研究状况,包括相关领域的背景。我们分析了200多个来源,并根据所介绍的设计目的对内容进行了分类。这导致三个不同的玩家预想体验领域:物理性、振动和支持。在这些领域中,确定游戏感觉的抛光行为分别以调控、演练和精简的形式进行。对游戏对象的物理性进行引导,从而产生凝聚力、可预测性和由此产生的运动为许多其他设计方面提供信息。jugic is 擦亮美化行为,其结果就是赋予权能,并通过传达游戏事件的重要性来提供反馈的清晰度。精简使游戏能够根据玩家的意图采取行动,支持游戏中的行动。这三个设计意图是设计师控制游戏互动的微小细节并告知玩家反应的主要手段。这个框架及其精细的词汇可以导致对游戏从业者的未来研究部分形成一种共同的认识。