Friday, May 20, 2011

An Analysis of the Controller Feel: Principles of Virtual Sensation Handout

The Principles of Virtual Sensation essay was quite an interesting read. I never realized there were governing aesthetic principles that apply to the medium of video games as a whole. Each of the seven principles adds a unique component to the medium creating a solid framework for video game creation. If this framework is used properly then there is a good chance the video game will be successful.


Predictable results are important. The player won’t feel as if they’ve mastered the game if they cannot expect consistent feedback from their input. This includes intuitively mapping a controller and not overwhelming the player with too many states. The last thing a game designer wants is unintentional confusion in the player caused by inconsistent feedback or ambiguous game states.

Novelty is important because it helps keep the game fresh. While the player counts on predictable results to feel they’ve mastered the game they need novelty to keep them interested. Even slight differences in a predictable result like a different item in a loot drop can keep players engaged for quite a while.

Traction is probably the one principle most don’t even realize they are familiar with. The first thing a player does in a game is experiment. That experimentation is rewarded allowing the player to gauge their progress in the game. If the player feels they are progressing satisfactorily, even if some of the experimentation leads to failure, they will continue playing. On the other hand, they won’t continue playing if they feel the experimentation isn’t producing satisfactory rewards.

Having a low skill floor but a high skill ceiling is essential for a game to work. The basic game mechanics should be easy to learn. The player shouldn’t leave the game simply because they can’t figure out how to initially do something. Once the basic skills are learned, the sky is the limit when it comes to mastering them. To keep the player on the path to mastery requires offering not only compelling challenges but layers of skills that must be mastered before the player can move to the next level. This can be time consuming but if done properly can keep the player coming back indefinitely to try and attain a higher level of mastery.

Context provides meaning for game interactions. Without context there is no reason to do any actions in the game. The actions are meaningless. Each of the types of context, spatial, perception, and improvisation, are important to balancing game interactions so the player doesn’t feel bored or overwhelmed by them.

Impact and satisfying resolution help create the universe in which a game is set. It helps the player define the space they are playing in and apply physical laws to that space. How an object is represented in this universe affects the player’s expectations of its behavior. If it looks realistic then the player will expect it to behave similarly to how it does in the real world. If the object is stylized or abstracted then the player will accept less realistic, even exaggerated, behaviors. Fine tuning this to provide the proper amount of virtual sensation will take some experimentation but it will be worth it when the player interprets it correctly.

Appealing reaction is essentially making the virtual sensation fun, regardless of context or input. If all of the prettiness were stripped from a game, would it still have its appeal? Would it still provide the same virtual sensations that it did when it was all dressed up in lovely game art and effects? Appeal also provides compelling results no matter what input the player makes. This is why failure can be fun in games. A compelling result to a failure can not only encourage a player to attempt a challenge or experiment again, but also try to fail again.

The combination of these principles leads to the player owning the game. It gives them the feeling of control and mastery that allows them to express themselves through the game. This expression shows how invested the player is in the game to others. This is true not only in single player games where content and high scores can be shared but in multiplayer ones where achievements, or lack thereof, shows a players level of dedication to the game.

This essay is an essential addition to any game designer’s toolbox. It’s insightful, detailed, and very informative. I would recommend it to anyone interested in game design. The concepts alone are invaluable.


Credit where credit is due:
Swink, Steve. (2006, July 26). Principles of virtual sensation. Retrieved from http://www.steveswink.com/principles-of-virtual-sensation/

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