Sunday 18 December 2016

Game Feel and Why You Want to Use it ?

Before we start, I recommend these 2 video clips about Game Feel

The Art of Screen Shake ( you can get the source code of the demo here )
Juice it or Lose it ( this stuff is a masterpiece )

OK, now let's dive in


Why Game Feel ?

As a game developer, we want to bring experience to player. And game is the "carrier" of that experience. Each experience must be crafted carefully to make player feel immersive. If the player feels the game is "real, responsive, attractive", they will stick to it for a long time. If not, too bad, it's a bye bye kiss for our hard-working hour.

And man, we do love people spending hours playing our game.

In my opinion, one of many reasons people love playing GTA V because it makes us feel like a part of its world. Each action has feedback and it's good. Hit a person on the street and he will yell, fight back. Make a headshot and the screen turns grey for a moment, then the controller vibrates. Driving, shooting, vandalizing, free to do anything. Each action gives us enough feedback to keep going.

What is Game Feel ?

Truth be told, if there're 2 games with the same gameplay, same art style, same character, everything is the same, the game has better game feel attracts more.

Game Feel or Virtual Sensation, is how you illustrate the player's impact on the game environment and in return, the game 's response to that impact. In short, it's the feedback of every single action in the game world.

Human perceives this world through 5 senses : visual, sound, taste, feel and smell. But in game world, there're mainly two senses involved : visual and sound ( the console has a slight advantage with feel- by vibration )


So, to make them "think" our game world is real, we must try to describe each action as closely as possible, even emphasize it, exxaggerate it, through use of color, camera, shapes, motion, sound, music ....

You may think it's difficult, but the filming industry does it for a long time. The film has to deliver emotions through moving images and sound, it's the director's job to choose which angle to take, which color to add ... to make the audience feel the way he wants.

OK, for example, if you want a hack and slash game.

How to make it feel more interesting ?
Keys : Notice on the properties of the action, and try to describe it.

IF you hero slashes an opponent, there's something we should consider.
  • The weight of weapon : Is that weapon heavy ? If it is, then the hero must swing it slower, and he may lean forward a little bit.
  • The strength of the slash : Is that slash powerful ? Then it may blow some dust, shake the screen. Of course, adding "Ya ! Ha!" after each slash is perfect.
  • The impact : Does this slash deal damage to a monster ? How bad ? Is the monster pushed back ? Sliced in half ? Spill blood ? Illustrate the "slashing" effect on the monster, too.
  • Remnants : Is the slash powerful ? Then add some flying text with damage. Is it critical ? If yes, then add a text "Critical".
By taking into consideration small detail of each action, we can add more "Feel" to the game. Each action is more satisfying and exciting, player loves it.

Hope you enjoy this post.

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