I think I don’t totally stand by my first answer, but I do believe that game design is a broad enough term to feel fairly useless as an awards category. A little more light shed on the development process should hopefully allow people to differentiate the emerging sub-disciplines of design.
(I really like the misinterpreted idea that a game can win an award for being about fellowship.)
We’re now making the most of the useful range of inputs from the controller, cutting off the noisey extremities of input. At this point, I feel like we’re at the “good enough” point for most games which need analogue input. Depending on the design, you might want to go a step further to improve the feel, though.
Currently we have a deflection magnitude vs. output magnitude which looks like this (in red. Old, scribbled out offensive crap in black):
The deadzone defines the beginning of “zero” output, and the gradient increases such that max deflection is max output.
What’s Kinaesthetics? Wikipedia links this question to Proprioception (more or less a human’s true “Sixth Sense” – their sense of presence in space), but for the sake of this blog, Kinaesthetics are the “feel” of being in a videogame – virtual proprioception, symbiosis of man and machine, the texture, colour, and flavour of the interaction. Continue reading →