Better Game Characters by Design: A Psychological Approach

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Author(s): Katherine Isbister

Language: English

Front Cover
Game Feel: A Game Designer’s Guide to Virtual Sensation
Copyright Page
Table of Contents
Acknowledgments
About the Author
Introduction
About This Book
Chapter 1. Defining Game Feel
The Three Building Blocks of Game Feel
Experiences of Game Feel
Creating Game Feel
Summary
Chapter 2. Game Feel and Human Perception
When and How Does Real-Time Control Exist?
The Computer Side of Things
Some Implications of Perception for Game Feel
Summary
Chapter 3. The Game Feel Model of Interactivity
The Human Processor
The Computer
The Senses
The Player's Intent
Summary
Chapter 4. Mechanics of Game Feel
Mechanics: Game Feel Atoms
Applying the Criteria
Summary
Chapter 5. Beyond Intuition: Metrics for Game Feel
Why Measure Game Feel?
Soft Metrics vs. Hard Metrics
What's Important to Measure
Summary
Chapter 6. Input Metrics
Micro Level: Individual Inputs
Input Measurement Examples
Macro Level: The Input Device as a Whole
Tactile Level: The Importance of Physical Design
Summary
Chapter 7. Response Metrics
Attack, Decay, Sustain and Release
Input and Response Sensitivity
Summary
Chapter 8. Context Metrics
High-Level Context: The Impression of Space
Impressions of Speed and Motion
The Impression of Size
Medium-Level Context
Low-Level Context
Summary
Chapter 9. Polish Metrics
The Feel of Everyday Things
Types of Polish
Summary
Chapter 10. Metaphor Metrics
Real, Iconic and Abstract
Summary
Chapter 11. Rules Metrics
High-Level Rules
Medium-Level Rules
Low-Level Rules
Summary
Chapter 12. Asteroids
The Feel of Asteroids
Input
Response
Simulation
Context
Polish
Metaphor
Rules
Summary
Chapter 13. Super Mario Brothers
Input
Response
Summary
Chapter 14. Bionic Commando
Input
Response
Context
Polish
Metaphor
Rules
Summary
Chapter 15. Super Mario 64
What's Important?
Input
Response
Running Speed and Direction
Modulating Upward Velocity
Switches to Ducking or Sliding States
Triggering Attack Moves
Context
Polish
Metaphor
Rules
Summary
Chapter 16. Raptor Safari
Game Overview
Input
Response
Context
Polish
Metaphor
Rules
Summary
Chapter 17. Principles of Game Feel
Predictable Results
Instantaneous Response
Easy but Deep
Novelty
Appealing Response
Organic Motion
Harmony
Ownership
Summary
Chapter 18. Games I Want to Make
1,000 Marios
Window on the World
Spatial Relationships and Intimacy
Invisible Avatars
Tune
Summary
Chapter 19. The Future of Game Feel
The Future of Input
The Future of Response
The Future of Context
The Future of Polish
The Future of Metaphor
The Future of Rules
Summary
Index
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