Closing keynote: Feels good, man - What is a playful game…
summary
The talk examines what makes a game feel fun or «rigolo», discussing the design elements and player experiences that create enjoyable gameplay. It explores concrete factors like mechanics, feedback, pacing, and emotional responses that contribute to a game’s pleasurable feel.
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chapters (7)
- 0:00Keynote introduction
- 3:57Corps loops definition
- 12:53Dead Cells traversal example
- 20:14Dead Cells combat example
- 25:13Phoenix Wright gameplay
- 29:27Visual feedback in apps
- 31:54Conclusion
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