Feel Is a System
Translating subjective sensations like weight, responsiveness, dread, flow, and immersion into observable video game design variables.
Dark Moon Greatsword: Reading Elden Ring’s Most Deliberate Weapon
Dark Moon Greatsword explained: trace its scaling, stance, charge timing, and build choices in Elden Ring with a systems...
Co op horror games and the Machinery of Shared Fear
Co op horror games work best when fear becomes a shared systems problem. Explore proximity, information, failure, and te...
Psychological Survival Horror Games and the Systems That Make Dread Work
Psychological survival horror games use uncertainty, attention, and fragile control to create dread. Explore the systems...
Indie Horror Games and the Systems That Make Dread Work
Indie horror games turn small spaces, uncertain rules, and limited information into pressure. Learn how timing, sound, a...
The Difference Between Weight, Delay, and Bad Input Response
This article untangles three commonly confused game-feel complaints: weapon weight, temporal delay, and bad input respon...
Why Camera Distance Changes How Dangerous a Room Feels
This article explores how camera distance dictates the perceived danger of a virtual room in action-horror games like Re...
Why Some Swords Feel Heavy Before They Hit Anything
This article explores why certain weapons in action RPGs feel heavy before they ever strike an enemy. By examining start...