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Forums - Gaming - Sound effects and feedback, why is this overlooked?

 

Sound effects, sensory feedback is...

Essential importance 3 23.08%
 
Of great importance 7 53.85%
 
Middling importance 1 7.69%
 
Low importance 1 7.69%
 
Zero importance 1 7.69%
 
Total:13

2025 was the year I figured out how much just simple sound effects and feedback and the way a game feels to play is probably the most important fundamental. Clair Obscur E33's parry slow motion deep bass impacts made that game significantly better. 

Vampire Survivors, you barely "play" the game yet it hits you with sound effects and crunch that makes you feel like you are and there are loads of flashy sound effects for game mechanics that dump dopamine on you. 

The haptics triggers on the PS5 controller showed me that games aren't as good without that feedback, Space Marine 2 for example feels noticeably less weighty without it among many other games. The difference is staggering after you've played the game for a while with haptics and then have to go without. 

But just those small sound effects and the way a game FEELS, Why is it so often that games fail to get this right? Am I understanding this correctly? Why do we get games that feel like they are floaty or having no weight through sensory feedback? Why are devs not using the haptics? 



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Sound effercts are an often overlooked aspect of games that can massively elevate the experience.

Having say guns sound powerful and punchy in a shooter is crucial to the game feeling satisfying, for instance.

One of the most underrated things I love about BOTW/TOTK is the sound design; the sounds of rustling grass or the wind in the trees, stepping on or hitting different materials, item jingles, etc just helps the world feel so rich and tangible.

Last edited by curl-6 - on 05 May 2026

Haptics are just not needed. They're definitely nice to have, even very nice, but so far based on about half a year of owning a PS5, they don't really change the core experience all that much. Sound effects are more important, but really, once you hit a certain level, which isn't too hard, anything beyond that is just nice to have and not too important.

Don't get me wrong, I can definitely appreciate both if done beyond the minimum, but they're hardly going to make or break a game. It's just a minor change in how I view the game, nothing more.



Yeah haptics are a nice little gimmick but I don't think they're this amazing next gen thing they're often hyped up to be.



Haptics transformed GT7 for me. The difference between playing on PS4 and PS5 is much more profound in the feel than the upgrade in graphics.

In GT7 I can feel what the wheels are touching, what kind of kerbs, grass, dirt. The triggers tell me how close to the edge the car is. Synthriders uses sound effects to tell you you hit the note and they're spaced out to add to the music, like a extra hi-hat track. Haptic feedback tells you the same and whether you're still on the 'rails'. Audio trip has a bug where the haptic feedback sometimes fail and I immediately 'panic' that I'm screwing it up.

Sound effects and haptics are great feedback. Hence I'm typing on a mechanical keyboard sitting on top of my laptop's crappy membrane keyboard.



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PS5 Dual Shock is still my favorite controller and by a wide margin. NS2 Pro Controller is the best if I’m simply looking for a good controller with a nice feel in the hands and quick button inputs… but man the haptics on PS5 are unmatched. Playing TLoU with the trigger resistance, Astro with its creative implementation of surround-rumble, even the gamepad is just sooo satisfying to use… it literally feels like I’m pressing buttons on a thin keyboard, I have no idea how Sony has done it!

That said: Good thread. Cannot agree more!! Such an overlooked and underrated aspect to game design.



Sound is important of course, it can make or break the whole atmosphere and feel of a game or a situation. I think people don't even realize how important it is, unless it is missing or bad.
Haptics are a different story, I keep mine off because they actually just remind me that I'm playing a video game, which is the opposite of what they are supposed to do. But that might just be me.



Sounds is as important as visuals, especially with some good speakers. Mouse PI has great music.

Haptic, couldnt care less. Desensitized at this point.



rtx 4090, 32 gb ram, i7-13700k

Switch 2

Sound effects aren't that important to me, personally, as feedback (at least on modern games). I remember getting the rumble pack on impulse when I bought 007 for N64 back in the day and man, what a difference. But sound effects? I think the score and music is more impactful than the effects, although obviously, good effects matter.



My point isn't haptics, it's just another example of the fact that if a game has good feedback it makes the game better. Whether that be deep bass or crunchy sounds or the triggers giving tension. The difference between success and failure could all hinge on the feedback of the game so I'm left asking why do studios follow through on games that don't feel good in the early stages, why aren't they scraped. Why do we get games like Lords of The Fallen as one example of a game that does everything right but fails on the way the game feels to play. The immeadiate feedback to the senses. It's like a floaty platformed, ya a small percentage will still like it but the majority will want tight, accurate platforming.