- Series: Morgan Kaufmann Game Design Books
- Paperback: 376 pages
- Publisher: CRC Press; 1 edition (October 15, 2008)
- Language: English
- ISBN-10: 0123743281
- ISBN-13: 978-0123743282
- Product Dimensions: 7.4 x 0.8 x 9.7 inches
- Shipping Weight: 1.8 pounds (View shipping rates and policies)
- Average Customer Review: 24 customer reviews
- Amazon Best Sellers Rank: #96,308 in Books (See Top 100 in Books)
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) 1st Edition
Use the Amazon App to scan ISBNs and compare prices.
The Amazon Book Review
Author interviews, book reviews, editors picks, and more. Read it now
Frequently bought together
Customers who viewed this item also viewed
The following game design luminaries have promised quotes:
Jonathan Blow, Company: Number-None, Game: Braid
Matthew Wegner, Development Director, Flashbang Studios, LLC, Games: Sealab 2021 Sweet Mayhem
Aubrey Hesselgren, Game Designer, Amorphous, Games: Hoop World, Unannounced XBLA game
Derek Yu, Artist, Game Designer, Bit Blot, Games: Aquaria, I'm O.K.
Alec Holowka, Programmer, Game Designer, Bit Blot, Games: Aquaria
Katherine Isbister, Associate Professor, Rensselaer Polytech (RPI), Morgan Kaufmann game author.
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
I'd say that this is a must have for any game developer. Hell, even for those who are just interested in learning more about games.
The author states right in the book that "the real meat will be the examples".
It comes with a companion website, [...], and you are expected to follow along by downloading various example apps from the site at given points in the text and play with them. And they do add a huge amount to the book.
I'm slightly conflicted by this book - Swink does a good job of laying out exactly what makes a good game feel right, but it's a bit too chatty and repetitive, and there is a lot it 'it should do x' without as much indication of how to do x as I would have expected. If you tinker with the provided example apps much of it will come into focus, though from a tuning side if not implementation side.
I also didn't feel I learned a lot new till the end of the book, though it certainly helps to have it all laid out semi-rigorously as a checklist. On the other hand I've also played too many video games since Super Mario Bros where the designers obviously did NOT know this stuff, so I would highly recommend that anyone working in the game industry read this if you're not already Mark Cerny.
The real payoff for me came in the last several chapters where he analyzes several videogames in detail: Asteroids, Super Mario Bros, Bionic Commando, Super Mario 64, and Offroad Velociraptor Safari. And the chapter on experimental games to push the limits of the various game feel metrics was quite interesting as well.
There are charming hand illustrations throughout, and a constant stream of references to games (new and old) that you should have played at some point if you're a serious game author or player and which provide a shared reference. On the other hand, if you haven't, you might lose the point being made.
I'd give this 4.5 stars if I could - it's a good informative book, but for most of it I didn't feel utterly compelled to keep reading no matter what, and I need that for 5 stars. There are also some obvious errors an editor should have caught, though since the technical content is almost entirely on the website it doesn't hurt too much.
The book looks at the feel of a game both in abstract and mathematically definable ways. It surveys areas like controller input, rules, game world context and experience enhancing polish effects (sound design, particles, etc...)
Later chapters focus on examples of popular games that exhibit good game feel (Asteroids, Super Mario Bros., Bionic Commando & Mario 64) and break down the components that make these games feel so good to play.
This book is kind of a dense read, which is pretty much unavoidable given the topic, but the author does a pretty good job keeping things entertaining with a rather humorous writing style. The topics are also well divided, laying out each concept separately.
The book also has a companion website that contains playable examples of the concepts being covered. Unfortunately at the time of this review, only a few of the examples are actually there. Plus they have to be downloaded onto your computer rather than simply loading directly in the browser. It would also be nice if the site linked to all the articles the author mentions in the foot notes so I could avoid typing in a bunch of 40 character URLs.
This book is an enlightening read even if you only desire to play video games rather than design them. I personally liked the parts on virtual perception and how some of these principles of appealing game feel are similar to principles of appeal animation. (Overlap, Squash & Stretch, etc...) It's also nice that the author wraps up with a look at some of the possible future developments of game sensation.
All in all, Game Feel is an eye-opening look at the most important part of video games; the part going on in our heads.