ABSTRACT

Why Measure Game Feel? As with definition, there are no standard measures for game feel. We as players and designers do not attempt to measure game feel or to compare the feel of one game to another at a level deeper than is necessary for casual conversation and game production. From players, we have vague descriptions like floaty, loose, tight and responsive. Some enlightened game designers measure response lag and move tim­ ings, but to most game feel tuning is intuition. When a game designer sits down to create a mechanic from scratch, this is a problem. As God of War designer Derek Daniels says, "One of the worst things about making video games is that you have to re-invent the wheel with almost every new project you work on. So even though Mario jumps like a champ, when you go to make your game, it's very hard to reverse engineer Mario's jump and port it into your game."1