skip to main content
10.1145/2818187.2818275acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Measuring how game feel is influenced by the player avatar's acceleration and deceleration: using a 2D platformer to describe players' perception of controls in videogames

Published:22 September 2015Publication History

ABSTRACT

The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something that the player is constantly experiencing. There is a need of a better understanding of why certain games feel like they do, such as which parameters can be used to make a game feeling a particular way. This paper sets out to investigate what words players use to describe the feel of games, as well as what kind of parameters yield these descriptive words. This is attempted by using a 2D platforming game in which the response of the player avatar's motion is modulated. Between each round, players were asked to describe their perceived feel of controlling the avatar. The majority used basic words to describe the feel of the game, such as 'heavy', 'slow', 'responsive' and 'realistic'. While some participants were quite sensitive to small changes, others expressed that they couldn't feel any differences. Even though all participants agreed that the feel of games is essential, there appears to be a lack of agreement on how to describe specific game feels. Further research is needed to investigate the influence of other factors, such as game genre, graphics, sounds, level design and player attention.

References

  1. D. W. Cunningham and C. Wallraven. Experimental Design: From User Studies to Psychophysics. A K Peters/CRC Press, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. A. Daze-Hill. The Making of Toto Temple Deluxe: Platforming. http://juicybeast.com/2014/02/the-making-of-toto-temple-deluxe-platforming-part-1, 2014. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  3. Indie Game: The Movie. Control. https://vimeo.com/34928357, 2012. Video; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  4. M. Jonasson and P. Purho. Juice It or Lose It. http://youtu.be/Fy0aCDmgnxg, 2012. Presentation at Nordic Game Indie Night 2012; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  5. J. W. Nijman. The Art of Screenshake. http://youtu.be/AJdEqssNZ-U, 2013. Presentation at Control Conference 2013; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  6. A. Normoyle and S. Jörg. Trade-offs Between Responsiveness and Naturalness for Player Characters. In Proceedings of the Seventh International Conference on Motion in Games, MIG '14, pages 61--70. ACM, 2014. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Y. Pignole. Platformer controls: How To Avoid Limpness and Rigidity Feelings. http://www.gamasutra.com/blogs/YoannPignole/20140103/207987/Platformer_controls_how_to_avoid_limpness_and_rigidity_feelings.php, 2014. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  8. T. Rogers. In Praise Of Sticky Friction. http://kotaku.com/5558166/in-praise-of-sticky-friction, 2010. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  9. A. Saltsman. Tuning Canabalt. http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php, 2010. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  10. J. Schell. The Art of Game Design: A Book of Lenses. CRC Press, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. M. Shuttleworth. Experimental Research: Counterbalanced Measures Design. https://explorable.com/counterbalanced-measures-design. Online article; last accessed: 8/5-2015.Google ScholarGoogle Scholar
  12. S. Swink. Game Feel: A Game Designer's Guide to Virtual Sensation. Number ISBN: 0123743281. CRC Press, 2008.Google ScholarGoogle Scholar
  13. M. Venturelli. The Ghost Jump. http://gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php, 2014. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  14. M. West. Pushing Buttons. http://cowboyprogramming.com/2007/01/02/pushhing-buttons, 2007. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  15. M. West. Measuring Responsiveness in Video Games. http://cowboyprogramming.com/2008/05/30/measuring-responsiveness-in-video-games, 2008. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar
  16. M. West. Programming Responsiveness. http://cowboyprogramming.com/2008/05/27/programming-responsiveness, 2008. Blog post; last accessed: 6/5-2015.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    AcademicMindTrek '15: Proceedings of the 19th International Academic Mindtrek Conference
    September 2015
    230 pages
    ISBN:9781450339483
    DOI:10.1145/2818187

    Copyright © 2015 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 22 September 2015

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article

    Acceptance Rates

    AcademicMindTrek '15 Paper Acceptance Rate33of51submissions,65%Overall Acceptance Rate110of207submissions,53%

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader