Gamecraft
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Feel: all 28 words

Game feel

Also said as Feel, Kinesthetics

The physical sensation of controlling something in a game: how directly it answers you, how much it seems to weigh, how its impacts land. Steve Swink named its parts in his 2008 book Game Feel.

It is the first thing a player judges and the last thing a design document describes, so it is usually what goes missing when a game is built from a written plan.

“The rules are fine but the game feel is dead. Fix control first: shorten acceleration, add a fast fall, then we will look at effects.”

Super Mario Bros. teaches itself in seconds through feel alone: the run builds up, and the faster you are running, the further the jump carries you.

Feel is the whole sensation of control. Juice is the layer of feedback on top. A game can be juicy and still feel like mud.

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