ABSTRACT

There is no standard definition of game feel. As players and game designers, we have some beginnings of common language, but we have never collectively defined game feel above what's necessary for discussing a specific game. We can talk about the feel of a game as being "floaty" or "responsive" or "loose," and these descrip­ tions may even have meaning across games, as in "We need to make our game feel more responsive, like Asteroids." But if I ask 10 working game designers what game feel is-as I did in preparation for writing this book-I get 10 different answers. And here's the thing: each of these answers is correct. Each answer describes a different facet, a different area, which is crucial to game feel.