Friction是玩家积极的挑战系统的上限。这是一种设计习惯与玩家力量相对抗的感觉。比起即时互动,更长的游戏时间会促使玩家体验到Friction,因为它会延伸到多个游戏元素中。Friction可以是游戏的决定性元素,也可以只是游戏的一部分。虽然Rogers的文章很详细但有些难以理解,并没有深入到游戏感的特定方面。它主要讲述了作者在游戏中特定情况下的不同感受,为谈论游戏的审美体验建立了广泛的词汇。与此类似,Anthropy和Clark也在他们的书《A Game Design Vocabulary: Exploring the Foundational Principles behind Good Game Design》[5]中也定义了类似的概念。在书中,他们从设计师的角度看待Friction,并将其称为“Resistance”。游戏的Resistance决定了Friction,进而决定了玩家对游戏的游戏感。
一些从业者谈论如何围绕游戏设计来构建游戏开发过程[67]-[69]。另一些则侧重于对技术[8],[13],[70]-[72]进行广泛的概述。《The SpelunkyShow like》[73]–[77]、《The Clark Tank》[78]或《Game Maker’s Toolkit》[69]等资深从业者的播客和视频系列经常将游戏感设计作为其游戏设计主题报道的一部分。
除了几个例外,实践者明显缺乏宏观思维。Hodent[52]将游戏感与“3c”[80]、用户体验设计等经典游戏开发概念以及Norman的情感设计理论联系在一起。Song[81]很好地概述了如何在动作游戏中建立影响感的模型。Turner[82]写了一篇关于如何通过声音设计影响游戏感的文章,这篇文章根植于他自己的游戏音频工作。Ismail[83]写了关于社区发展的文章,解释了创客社区如何随着时间的推移建立起越来越复杂的关于他们实践的话语。另一篇作者将游戏感情境化到更广泛的政治和社会发展中的文章是Yang的《Queering game feel》。
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