Series: Morgan Kaufmann Game Design Books
Paperback: 376 pages
Publisher: CRC Press; 1 edition (October 13, 2008)
Language: English
ISBN-10: 0123743281
ISBN-13: 978-0123743282
Product Dimensions: 7.4 x 0.9 x 9.1 inches
Shipping Weight: 1.8 pounds (View shipping rates and policies)
Average Customer Review: 4.5 out of 5 stars See all reviews (25 customer reviews)
Best Sellers Rank: #146,006 in Books (See Top 100 in Books) #18 in Books > Computers & Technology > Games & Strategy Guides > Game Design #54 in Books > Arts & Photography > Other Media > Digital #94 in Books > Computers & Technology > Games & Strategy Guides > Game Programming
First of all, this is not about haptics (literal 'feel', as in force feedback or other simulated touch) though haptics are touched on (har). It's about tuning the feel of a specific kind of game - the sort where your avatar, seen or unseen, becomes a virtual extension of your real self. This requires a certain tight feedback loop of repeated player input and game response that's fast enough that it becomes to some degree chunked and unconscious. Games like Super Mario 64, Half-Life, Burnout, and Geometry Wars all qualify. Civ IV and Starcraft, even though they're great games, don't qualify - the input is too far removed.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.
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