Game Feel and Why it is Relevant to Tech

I stumbled onto an old article over on Gamasutra breaking down ‘game feel’. It was written and published in 2007, yet the piece is still so relevant.

Technology is so difficult to explain, I commend the author for laying out ‘game feel’ or what technologists call the ‘stickiness factor’ or ‘gamification’ so simply.

As we enter the era of designing for feel, this is a must read for anyone involved in technology or the Internet in any way — including marketers.

Take this quote for example:

If your player is going to spend most of her time steering and controlling the avatar, experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate? From the beginning of preproduction until the final game ships, design should include game feel.

Replace player with user. Avatar with website. Game with site. Ships to launches and game feel with user experience to read:

If your user is going to spend most of her time steering and controlling the website, experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate? From the beginning of preproduction until the final site launches, design should include user experience.

More often times than not, I see people focusing on bells and whistles more than what and how a person feels while using their product. Their site. Or their service…which is the most important element of speaking to an audience through technology.

So do please takes five minutes out of your days to read the Gamasutra article here.

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