
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
To some extent, responsiveness is a perception based on expectations derived from the visual and acoustical elements of a game. So on top of engine-level optimizations, there are artistic tricks that can further improve the sense of responsiveness.
Think Kiki and Bouba, and how each one would move, race and fight.
I don't, nor do I think it is unreliable. Protocols exist in an abstract space, but they are instantiated in a system that works within physical /constraints/ (noise, faults, oxidation, etc.). These constraints vary because different systems work in different environments.
The systems we make also have to provide utility for the /purposes/ that it's made. Reliability is necessary to trust the utility of a system.
If I'm playing a multiplayer FPS game and due to backoff I see players snapping back to the position of a lost packet once it is received, I will not think that the game is reliable (and I will be especially sad since this is known issue with known improvements).
If I don't care about old packets and only care about the latest packet, I don't work with old information -- but the information is incomplete. Latency will still be noticeable on a noisy connection, but my brain can at least anticipate -- guess where to look next -- once the last packet is received.
That incomplete information can be used to extrapolate movements. So the final step is to use a model to predict movements in (short) moments when a packet is not received. You can't do this when the information isn't relevant anymore. When that's done, I -- the player -- will feel like that game is more reliable than the first TCP case.
(Games, and real-time interfaces in general, have some interesting aspects that I think is well covered in Game Feel by Steve Swink).
Game Feel - Steve Swink - 2008
The Art of Game Design a Deck of Lenses - Jesse Schell - 2014
101 Things I Learned in Architecture School - Matthew Frederick - 2007
Writing for Games: Theory & Practice - Hannah Nicklin - 2022
Procedural Generation in Game Design - Tanya Short/Tarn Adams - 2017
Procedural Storytelling in Game Design - Tanya Short/Tarn Adams - 2019
A Theory of Fun - Raph Koster - 2013
- Tracy Fullerton's Game Design Workshop
- Jesse Schell's Art of Game Design A Book of Lenses
- Steve Swink's Game Feel
- Scott Rogers' Level Up
- Skaff & others' Characteristics of Games
- Raph Koster's A Theory of Fun
- Joris Dormans & Ernest Adams' Game Mechanics: Advanced Game Design
This one was just published but I'll happily bet on it:
- Richard LeMarchand's A Playful Production Process
[0] https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufman...