Return to Video

Secrets of Game Feel and Juice | Game Design Basics

  • 0:01 - 0:06
    Hi this is Mark Brown with Game Maker's Toolkit:
    a series on video game design.
  • 0:06 - 0:13
    This is an iPhone game called Random Heroes.
    It's a run and gun platformer and it's fine.
  • 0:13 - 0:18
    It exists. But it feels kind of limp and lifeless,
    like the video game equivalent of a cabbage.
  • 0:18 - 0:21
    It doesn't even really look much fun, right?
  • 0:21 - 0:25
    Now compare it to a game like Super Time Force
    and it's a completely different experience.
  • 0:25 - 0:30
    It feels alive and responsive. It pops and
    crackles, like electricity is surging through
  • 0:30 - 0:32
    your Xbox. It's just much more fun.
  • 0:32 - 0:37
    I think this is a good example of how one
    developer, Capy in this instance, has maximised
  • 0:37 - 0:41
    an elusive quantity in games that some call
    "game feel".
  • 0:41 - 0:46
    This is a mostly abstract, largely invisible
    art, but getting it right is essential when
  • 0:46 - 0:50
    making a great action or platforming game
    and it's something that players can immediately
  • 0:50 - 0:54
    detect as soon as they start waggling analogue
    sticks and jabbing at buttons.
  • 0:54 - 0:59
    It mostly occurs in the fundamental action
    of the game. It governs the second to second
  • 0:59 - 1:02
    play, and is felt in the very undercurrent
    of the game.
  • 1:02 - 1:07
    A good way to test for this is to think how
    does the game feel even when you strip out
  • 1:07 - 1:12
    the points, the story, the graphics, the music,
    and the clever level design. Even without
  • 1:12 - 1:15
    all those trapping, is your game still fun
    to interact with?
  • 1:15 - 1:21
    The Super Mario games are. In Mario 64, the
    plumber is such a fun avatar to control, with
  • 1:21 - 1:26
    his bouncy jump, his wall kicks, his triple
    leaps, his long jumps, and his stomach dives,
  • 1:26 - 1:31
    that you could lose hours just hopping around
    a blank room. And it's said that for the first
  • 1:31 - 1:36
    few months, that's exactly what Mario 64 was
    like as Shigeru Miyamoto fine tuned every
  • 1:36 - 1:40
    aspect of Mario's movement before making anything
    else.
  • 1:40 - 1:44
    The "game feel" here is about the friction
    and momentum and weight of Mario, and it's
  • 1:44 - 1:49
    the most important thing. In fact, the level
    design and enemies in Mario 64 exist simply
  • 1:49 - 1:53
    to facilitate Mario. The levels let players
    express his movement, and challenge them to
  • 1:53 - 1:56
    master his underlying move set.
  • 1:56 - 2:00
    Other developers have clocked this. Super
    Meat Boy, for example, feels fun at a primal,
  • 2:00 - 2:05
    kinetic level. But plenty of platformers are
    hampered by loose controls and stodgy movement.
  • 2:05 - 2:09
    Likewise, the best action games would still
    be fun even if you're just blasting enemies
  • 2:09 - 2:13
    in a blank room forever. But many others lack
    that vital energy.
  • 2:13 - 2:17
    When it comes to the fundamentals, there's
    not much I can do to help right here. It's
  • 2:17 - 2:21
    going to be completely different for every
    type of game, and I'm not sure that "be Shigeru
  • 2:21 - 2:23
    Miyamoto" is particularly useful advice.
  • 2:23 - 2:27
    But there are lots of little tricks, often
    used in the polishing stages, that you can
  • 2:27 - 2:32
    crib from great games to make yours feel 100
    times better. And in the spirit of brazen
  • 2:32 - 2:37
    theft, I stole most of these from talks by
    Vlambeer, Cactus, and Grapefrukt. I've linked
  • 2:37 - 2:40
    to the full talks in the description below
    if you want more.
  • 2:40 - 2:45
    So. First up, is screen shake and Vlambeer
    is the king of this stuff. All its games wobble
  • 2:45 - 2:51
    uncontrollably when you fire a gun or hit
    an enemy or saw through a fish. It feels satisfying,
  • 2:51 - 2:55
    and provides instantaneous feedback that the
    player is touching the world.
  • 2:55 - 3:00
    Vlambeer also likes to pause the game for
    a split second when you hit or kill an enemy,
  • 3:00 - 3:03
    just to make those impacts more impactful.
    You see this in fighting games too - watch
  • 3:03 - 3:07
    how the action judders in Street Fighter,
    to really make those kicks hit home. God of
  • 3:07 - 3:11
    War does this also and most Zelda games do
    it as well.
  • 3:11 - 3:14
    To be honest, anything you can add to make
    it really clear that you're damaging an enemy
  • 3:14 - 3:19
    is worth it. I'm talking about making them
    flash white, get knocked back, spray blood,
  • 3:19 - 3:24
    change animation, or make a satisfying sound.
    It all provides useful feedback, and it improves
  • 3:24 - 3:25
    the game's feel .
  • 3:25 - 3:29
    Similar effects can make playable characters
    feel like they're really part of the world.
  • 3:29 - 3:33
    Like tiny dust particles when you hit the
    ground and recoil when you fire a gun.
  • 3:33 - 3:38
    And sound effects are key. Make them bassy
    and loud. A gun shouldn't sound like this…
  • 3:38 - 3:41
    It should sound like this.
  • 3:41 - 3:46
    You can use randomised sounds effects to avoid
    repetition, or steal the rising pitch idea
  • 3:46 - 3:50
    from Mario and Peggle to sell the tenuous
    joy of nursing a combo.
  • 3:54 - 3:59
    Next, be creative with your camera. In Luftrausers,
    the camera doesn't follow your plane - it
  • 3:59 - 4:04
    intelligently moves to frame the action and
    reveal nearby threats. And in Hotline Miami,
  • 4:04 - 4:08
    the camera juts out far in front of where
    you're looking to help know how your hero
  • 4:08 - 4:10
    is orientated.
  • 4:10 - 4:15
    And make stuff big. Really big. Make the bullets
    as big as your face like in Nuclear Throne,
  • 4:15 - 4:19
    make the explosions mini atom bombs like in
    Super Time Force, and make the blood spatters
  • 4:19 - 4:22
    into geysers of red goop like in Hotline Miami.
  • 4:22 - 4:26
    And Hotline Miami has a permanence that many
    other games lack. Bodies and blood sprays
  • 4:26 - 4:30
    stick around when you walk back to your car
    to give you a little short-term nostalgia
  • 4:30 - 4:35
    of the chaos you've caused, and make battles
    feel really hard won.
  • 4:35 - 4:40
    Ultimately, this stuff, which some call juice,
    is all about doubling down on whatever your
  • 4:40 - 4:44
    game is about. If it's about shooting, then
    make the guns kick and make the fire rate
  • 4:44 - 4:48
    fast and have the camera shudder with each
    shot. But if it's about jumping, give your
  • 4:48 - 4:52
    character friction and keep the camera stay
    still so you can land each jump.
  • 4:52 - 4:56
    Game feel is something that developers can
    spend months, if not years working on, so
  • 4:56 - 5:00
    I doubt you're going to find the secret to
    making your game feel fun and satisfying in
  • 5:00 - 5:04
    a five minute YouTube video. But hopefully
    there's something to take away here, about
  • 5:04 - 5:08
    making the fundamental action feel good, and
    making every lick of polish speak to what
  • 5:08 - 5:12
    the game is really about. Follow that advice,
    and maybe, just maybe, I won't have to play
  • 5:12 - 5:17
    so many limp and lifeless iOS games for my
    job.
Title:
Secrets of Game Feel and Juice | Game Design Basics
Description:

more » « less
Duration:
05:19

English, British subtitles

Revisions