Kinaesthetics: Beyond Control

Byron asked me to do a talk for the Indie Games Collective. So I did this.

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.)

DeadZones: Part Six

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.

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This is a blog about Kinaesthetics.

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