Abstract

The goal of the article is to present a theory of game feel inspired by phenomenology. Martin Heidegger’s tool analysis and concept of time ( Sorge), as well as Maurice Merleau-Ponty’s Body-Subject including the related phenomena intentional arc, maximal grip and flow of coping, are of special interest. The aim is to move beyond the descriptive game design take on game feel by inserting the body in a first-person perspective, highlighting a sensuous approach with emphasis on rhythm and controller. We offer a methodological framework for analysing game feel consisting on three levels: ‘Dance’, ‘Learn’ and ‘Inhabit’. Finally, we arrive at an understanding of game feel explaining reasons for player sensitivity towards game feel and clues to why players care so deeply about it.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call