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Ostro said:
The gameplay has to be smooth to make you feel like being on an adventure and not a messy bondage that you don't enjoy.

Or don't you think gameplay (or game mechanics) affects how you feel?


Agree completely. This is what people don't get about games. The rules of play evoke a sense of feeling.

Add a lifebar to a platformer instead of the one-hit kill, and reduce the sense of mortality, which dulls the edge of the game, but might be considered more relaxing if that's the tone you want.

Add a timer and you create a sense of urgency. You have to clear the level before time runs out. Take away the timer, and the player is free to explore the map.

Use big, floaty double-jumps and little inertia, and decisions don't feel like they matter so much. Any given jump carries little risk because the player has plenty of time to correct a mistake.

The list goes on with every little game design decision that players barely even notice. They all fine-tune the game's mood, tone, and excitement level.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.