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CS 673: Spring 2012 Game Design and Programming Steve Swink Game feel Principles of virtual sensation Controller mappings 1/31/2012 1

Game Feel Steve Swink, Principles of Virtual Sensation 1/31/2012 2

Game Feel Experiment Demo Any (small) difference(s) in control + physics? Which version is more funto control? 1/31/2012 3

Game Feel Experiment Results Result: no differences in control + physics... What changed? Maybe helpful / eye candy: motion trail Eye candy / obfuscating: dynamic background 1/31/2012 4

Game Feel General Sensation of Kinesthetic feeling (e.g. Super Mario) Controlling some virtual avatar (direct / indirect) Making the character an extension of your will Principles of virtual sensation / Game Feel Based on gamasutra essays/papers by Steve Swink http://www.steveswink.com/ Deeply embedded in Human-Computer- Interaction (HCI) research Nintendo 1/31/2012 5

Principles of Animation Thomas & Johnston: The Illusion of Life Squash and Stretch Timing spacing actions to define the weight and size of objects Anticipation the preparation for an action Staging presenting an idea so that it is unmistakably clear Follow Through & Overlapping Action the termination of an action and establishing its relationship to the next action Straight Ahead Action & Pose-To-Pose Action Slow In and Out Arcs Exaggeration Accentuating the essence of an idea via the design and the action Secondary Action Appeal http://www.siggraph.org/education/materials/hypergraph/ animation/character_animation/principles/prin_trad_anim.htm

We often use physical analogies Game Feel Towards a More Formal Definition The game feels: floaty, smooth, slow, loose Best/Worst Game/Control/Camera ever How to delineate animation and virtual sensation? 1/31/2012 7

(1) 1. Predictable Results (Input + Response) Allowing a sense of mastery and control by correctly and consistently interpreting player input 2. Novelty There are an infinite number of results from the same input 3. Good Feedback Enabling mastery, control, and learning by rewarding player experimentation 4. Low Skill Floor, High Skill Ceiling Making the mechanic intuitive but deep; it takes minutes to pick up and understand but a lifetime to master 1/31/2012 8

(2) 5. Context Giving a mechanic meaning by providing the rules and spatial context in which it operates 6. Impact and Satisfying Resolution Defining the weight and size of objects through their interaction with each other and the environment 7. Appealing Reaction Producing appealing reaction regardless of context or input 1/31/2012 9

1.Predictable Results (1) Design clear, simple and consistent player controls Pitfalls Mapping inputs to results that are too difficult to process Creating mappings that are unnatural or counterintuitive Overwhelming the player with states and possibilities These pitfalls make consistent results seem random 1/31/2012 10

Use Natural Controller Mappings E.g. genre conventions 1.Predictable Results (2) Exceptions Some experiments, Resident Evil 1-3, GTA IV 1/31/2012 11

1.Predictable Results (3) Clearly differentiate between player states What are player states? Example: Mario s controls on the ground as opposed to Mario s controls in the air Demo (Discernable) state changes are important Expressivity and improvisation + Increase reaction sensitivity Too many states may cause confusion Feel of control is lost Example: Tony Hawk Skateboarding series 1/31/2012 12

1.Predictable Results (4) Expressivity and improv with digital (!) input Compare Donkey Kong to Super Mario Bros. SMB achieves analogfeel through simple (Euler) time integration (see XNASandbox) But be careful: chosing timesteps and spring stiffness One more example: Precision(a Cactus game) 1/31/2012 13

1.Predictable Results (5) Consider direct vs. indirect input methods, or a combination thereof Some examples Ico: Great sense of emotional ties Lost Winds: Control player indirectly via control of air flow 1/31/2012 14

1.Predictable Results (6) We have very little time to hook the player If they don t feel successful and oriented within the first couple minutes, we ve lost them The lowest order feedback loop is the virtual sensation The moment-to-moment control If it doesn t feel good at an intuitive level they ll stop playing Virtual sensation + predictable results are the gatekeepers to all other game experiences 1/31/2012 15

2.Novelty Infinite number of results from the same input Examples Improve character abilities over time (Metroid, Mega Man, etc.) Deterministic physical simulations Interesting player states and combinations thereof Demo: Ski Stunt Simulator Demo 1/31/2012 16

3.Good Feedback (1) Enable mastery, control and learning by rewarding experimentation Allow player to Understand the structure and challenges of the game Give immediate, clear and useful (Audiovisual) feedback Without immediate feedback there is no virtual sensation 1/31/2012 17

3.Good Feedback (2) Clearly communicate the game state to the player Example: Mario Kart Powerslide: Smoke + Sound Powerslide boost: Blue / Red Sparks Giving detailed audiovisual feedback results in consistent and measurable progress Do not leave the player guessing and frustrated 1/31/2012 18

4.Low Skill Floor, High Ceiling (1) Low skill floor = a virtual sensation is easy to learn This is not a function of complexity A relatively complicated input scheme may be easy to learn thanks to A natural mapping Predicable results Avoiding state overwhelm Providing good audiovisual feedback Conversely, the opposite is also true 1/31/2012 19

4.Low Skill Floor, High Ceiling (2) If controls are too complex to learn fast, use Helpers / Assists No longer physical, but rather physically plausible Examples Jugglers (arc prediction and force attenuation) Aim assist in 3D shooters on consoles Grav Ball (simple ball pass control) Forza Motorsport (oversteer control) Why overcomplicate the control scheme? Let players do what they can, computer does rest 1/31/2012 20

4.Low Skill Floor, High Ceiling (3) High skill ceiling = mastering a virtual sensation is time consuming What is mastering a virtual sensation? Try competing in Counterstrike or Ikaruga and you will know what I mean Both games are easy to get into, but take forever (literally) to master Design masteryas learning a layer of skills Start with skill atoms, and combine them later 1/31/2012 21

4.Low Skill Floor, High Ceiling (4) Try tuning the relation between input and reaction sensitivity Low Input, low reaction Low Input, high reaction High Input, low reaction High Input, High reaction 1/31/2012 22

4.Low Skill Floor, High Ceiling (5) State switching Mario has Left, Right, Jump, Run State switching creates many overlapping states Holding jump button longer results in higher jump Height of Jump also influenced by speed Other examples of state switching Combos, Spatial states (demo) 1/31/2012 23

5.Context (1) Give a mechanic meaning by providing rules and spatial context Examples Mario in empty space? Boring... Turning a car on an infinite field? Boring... Demo Empty vs. Full vs. Med Perception Zoom vs. Angled speed perception Textured vs. Empty speed perception 1/31/2012 24

Make use of player perception Provide a sense of scale and weight Example: Shadow of the Colossus 5.Context (2) Great use of speed (slow), sound (heavy) and visuals (particles, dust, size, style, etc.) 1/31/2012 25

Context and gameplay aesthetics 5.Context (3) Example: Super Mario Kart vs. Mario Kart 64 Love SMK. Do not like MK64. Not challenging at all Many love MK64: fun to play with friends Think about your aesthetics early on! 1/31/2012 26

6.Impact Define weight and size of objects through interaction with each other + environment Allow player to Extrapolate the physical laws of the virtual world Make good, educated guesses Bad interaction modeling breaks immersion (flow) Do this too often and the player will stop playing Adapt rendering styleto physical style Fake / Exaggerate them both (+ use particles) 1/31/2012 27

Produce appealing reaction regardless of context or input Remember the demo in the beginning? Think about failure states Ski Stunt Simulator crashes are fun, even if the goal were unclear Demo of cube movement High input, high reaction is clearly the most fun in the absence of context 7.Appeal 1/31/2012 28

The Bottom Line Goal Create a feeling of control and mastery So powerful that it transcends context and platform and becomes a powerful tool for self expression Create a sense of ownership Personal (time) investment Replayability and evangelism Mastery and resulting ability to improvise Adhere to these principles and you are more likely to succeed 1/31/2012 29

Further Reading http://www.gamasutra.com/features/20061114/ swink_01.shtml Game Feel: The Secret Ingredient http://www.gamasutra.com/view/feature/2322/ game_feel_the_secret_ingredient.php?print=1 The Chemistry of Game Design http://www.gamasutra.com/view/feature/1524/ the_chemistry_of_game_design.php?print=1 Ron s Rules for Playtesting http://2dboy.com/2007/11/12/ rons-rules-for-playtesting/ 1/31/2012 30