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	<title>Comments on: Principles of Virtual Sensation</title>
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		<title>By: raphkoster at 01/06/10 08:07:12 &#124; Exectweets</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-52472</link>
		<dc:creator>raphkoster at 01/06/10 08:07:12 &#124; Exectweets</dc:creator>
		<pubDate>Wed, 06 Jan 2010 20:41:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-52472</guid>
		<description>[...] This is a fantastic article. I need to get the book now. http://www.steveswink.com/principles-of-virtual-sensation/          Click here to cancel reply. [...]</description>
		<content:encoded><![CDATA[<p>[...] This is a fantastic article. I need to get the book now. <a href="http://www.steveswink.com/principles-of-virtual-sensation/" rel="nofollow" >http://www.steveswink.com/principles-of-virtual-sensation/</a>          Click here to cancel reply. [...]</p>
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		<title>By: Feeling Interaction &#124; Thesies Pieces</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-48525</link>
		<dc:creator>Feeling Interaction &#124; Thesies Pieces</dc:creator>
		<pubDate>Wed, 14 Oct 2009 03:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-48525</guid>
		<description>[...] Game Feel: A Game Designer&#8217;s Guide to Virtual Sensation by Steve Swink , an expansion on his paper &#8220;Principles of Virtual Sensation&#8220;, looks almost like a direct response to the call for a set of &#8220;formal abstract design tools&#8221; in game design. [...]</description>
		<content:encoded><![CDATA[<p>[...] Game Feel: A Game Designer&#8217;s Guide to Virtual Sensation by Steve Swink , an expansion on his paper &#8220;Principles of Virtual Sensation&#8220;, looks almost like a direct response to the call for a set of &#8220;formal abstract design tools&#8221; in game design. [...]</p>
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		<title>By: nathan</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-47007</link>
		<dc:creator>nathan</dc:creator>
		<pubDate>Thu, 10 Sep 2009 09:23:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-47007</guid>
		<description>ace!!!11</description>
		<content:encoded><![CDATA[<p>ace!!!11</p>
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		<title>By: Phot</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-45835</link>
		<dc:creator>Phot</dc:creator>
		<pubDate>Wed, 12 Aug 2009 20:11:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-45835</guid>
		<description>This really good website for game design, I will cheer you forever</description>
		<content:encoded><![CDATA[<p>This really good website for game design, I will cheer you forever</p>
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		<title>By: The Visualist &#187; Blog Archive &#187; Gameplay Book and Show</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-34323</link>
		<dc:creator>The Visualist &#187; Blog Archive &#187; Gameplay Book and Show</dc:creator>
		<pubDate>Sat, 14 Mar 2009 23:34:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-34323</guid>
		<description>[...] A while ago, I read this article on gamasutra called the Principles of Virtual Sensation, written by Steve Swink from Flashbang Studios (a company that seems in good shape, and uses Unity as their main platform). It&#8217;s really rare to see articles on gameplay, for 2 obvious reasons, it&#8217;s difficult to explain what makes a good gameplay, we really lack of broadly used vocabulary and references; and secondly it does not interest much people, that&#8217;s for sure, people are much more interested in poor articles about storytelling,&#8230; sadly. Hopefully, Steve did a great article, and while I tried to force my coworkers to read it, a lot of people misinterpreted it (not Steve&#8217;s fault), anyway. There is still a lot of work to get there. My opinion, is that sensation is almost the first reason why people play on console, and great games (top 10) have always provided sensations above game design and story. So if you are a gameplay programmer (a motivated one) want to make a good game and you haven&#8217;t read steve&#8217;s article, go right now. [...]</description>
		<content:encoded><![CDATA[<p>[...] A while ago, I read this article on gamasutra called the Principles of Virtual Sensation, written by Steve Swink from Flashbang Studios (a company that seems in good shape, and uses Unity as their main platform). It&#8217;s really rare to see articles on gameplay, for 2 obvious reasons, it&#8217;s difficult to explain what makes a good gameplay, we really lack of broadly used vocabulary and references; and secondly it does not interest much people, that&#8217;s for sure, people are much more interested in poor articles about storytelling,&#8230; sadly. Hopefully, Steve did a great article, and while I tried to force my coworkers to read it, a lot of people misinterpreted it (not Steve&#8217;s fault), anyway. There is still a lot of work to get there. My opinion, is that sensation is almost the first reason why people play on console, and great games (top 10) have always provided sensations above game design and story. So if you are a gameplay programmer (a motivated one) want to make a good game and you haven&#8217;t read steve&#8217;s article, go right now. [...]</p>
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		<title>By: AJR</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-19475</link>
		<dc:creator>AJR</dc:creator>
		<pubDate>Mon, 30 Jun 2008 00:52:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-19475</guid>
		<description>This was really cool. It&#039;s not often that I read through large articles like this, but there were some really great ideas bought up. Nice work man.</description>
		<content:encoded><![CDATA[<p>This was really cool. It&#8217;s not often that I read through large articles like this, but there were some really great ideas bought up. Nice work man.</p>
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		<title>By: Infinite Lives &#187; Game Feel: a Game Designer&#8217;s Guide to Virtual Sensation</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-19287</link>
		<dc:creator>Infinite Lives &#187; Game Feel: a Game Designer&#8217;s Guide to Virtual Sensation</dc:creator>
		<pubDate>Fri, 20 Jun 2008 21:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-19287</guid>
		<description>[...] Two years ago, independent game designer Steve Swink wrote an amazing, brilliant manifesto titled &#8220;Principles of Virtual Sensation.&#8221; In this design primer, Swink lists the tenets of movement and animation, and how these principles correspond to virtual sensation, which in turn makes for what Swink simply calls &#8220;good-feeling gameplay.&#8221; But what is virtual sensation? Swink explains: Driving a car, you have a very strong sense of the position of that car, the feel of steering and controlling it, of mastery. This is the ability that every person who’s ever learned to drive a car has: the ability to extend precise control over something outside your body. There is a great amount of pleasure in the learning and eventual mastery of such a motion translation. [...] Many people also find this pleasure in video games, where it is both distilled to its essence and free of the constraints and dangers of more physical activities. You can change the turning radius of a car, but you can’t change gravity. This experience of control is derived from an artificial kinesthesia. This is the “feel” of the game, the thing that makes your mom lean left and right in her seat as she tries to play Rad Racer. If the manifesto leaves you wanting more, don&#8217;t worry! Steve Swink&#8217;s Game Feel: a Game Designer&#8217;s Guide to Virtual Sensation is over 300 pages of game design philosophy, with plenty of insights from Swink&#8217;s indie design peers. (Incidentally, Phil Fish of Fez designed Game Feel&#8217;s cover jacket.) [...]</description>
		<content:encoded><![CDATA[<p>[...] Two years ago, independent game designer Steve Swink wrote an amazing, brilliant manifesto titled &#8220;Principles of Virtual Sensation.&#8221; In this design primer, Swink lists the tenets of movement and animation, and how these principles correspond to virtual sensation, which in turn makes for what Swink simply calls &#8220;good-feeling gameplay.&#8221; But what is virtual sensation? Swink explains: Driving a car, you have a very strong sense of the position of that car, the feel of steering and controlling it, of mastery. This is the ability that every person who’s ever learned to drive a car has: the ability to extend precise control over something outside your body. There is a great amount of pleasure in the learning and eventual mastery of such a motion translation. [...] Many people also find this pleasure in video games, where it is both distilled to its essence and free of the constraints and dangers of more physical activities. You can change the turning radius of a car, but you can’t change gravity. This experience of control is derived from an artificial kinesthesia. This is the “feel” of the game, the thing that makes your mom lean left and right in her seat as she tries to play Rad Racer. If the manifesto leaves you wanting more, don&#8217;t worry! Steve Swink&#8217;s Game Feel: a Game Designer&#8217;s Guide to Virtual Sensation is over 300 pages of game design philosophy, with plenty of insights from Swink&#8217;s indie design peers. (Incidentally, Phil Fish of Fez designed Game Feel&#8217;s cover jacket.) [...]</p>
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		<title>By: pixelame.net</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-8373</link>
		<dc:creator>pixelame.net</dc:creator>
		<pubDate>Thu, 25 Oct 2007 20:04:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-8373</guid>
		<description>&lt;strong&gt;Vivir el juego: control de personajes&lt;/strong&gt;

Este interesantísimo articulo estudia el control de personajes y propone ciertos principios para aplicarlos en él de tal forma que el mando se convierta en una extensión de nuestro cuerpo.</description>
		<content:encoded><![CDATA[<p><strong>Vivir el juego: control de personajes</strong></p>
<p>Este interesantísimo articulo estudia el control de personajes y propone ciertos principios para aplicarlos en él de tal forma que el mando se convierta en una extensión de nuestro cuerpo.</p>
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		<title>By: Mick West</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-994</link>
		<dc:creator>Mick West</dc:creator>
		<pubDate>Fri, 05 Jan 2007 01:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-994</guid>
		<description>Hi Steve, that&#039;s a great article!  I see you quote my &quot;Pushing Buttons&quot; piece in the predictability.  I&#039;ve just started putting some of my articles online, and that&#039;s the first one:

http://cowboyprogramming.com/?p=17</description>
		<content:encoded><![CDATA[<p>Hi Steve, that&#8217;s a great article!  I see you quote my &#8220;Pushing Buttons&#8221; piece in the predictability.  I&#8217;ve just started putting some of my articles online, and that&#8217;s the first one:</p>
<p><a href="http://cowboyprogramming.com/?p=17" rel="nofollow" onclick="javascript:urchinTracker ('/outbound/comment/cowboyprogramming.com');">http://cowboyprogramming.com/?p=17</a></p>
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		<title>By: &#187; Virtual Sensation and the Wii</title>
		<link>http://www.steveswink.com/principles-of-virtual-sensation/comment-page-1/#comment-958</link>
		<dc:creator>&#187; Virtual Sensation and the Wii</dc:creator>
		<pubDate>Tue, 19 Dec 2006 18:52:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/principles-of-virtual-sensation/#comment-958</guid>
		<description>[...] For reference, here are the Principles of Virtual Sensation I outlined in a previous article: [...]</description>
		<content:encoded><![CDATA[<p>[...] For reference, here are the Principles of Virtual Sensation I outlined in a previous article: [...]</p>
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