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Errant Signal - Kinaesthetics

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Uploaded by on Jan 15, 2012

This might as well be subtitled "Chris attempts to defend his mangled misappropriation of a real word." Still, I think it's a concept worth bringing up with the gaming community at large. It's something all gamers are aware of - the idea of visceral combat mechanics, really tight steering controls, or really rewarding jumping mechanics - but something that isn't discussed by designers nearly enough. Kinaesthetic sensation is truly unique to interactive media, and only in games can it be fully explored.

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  • I found clicking the like button kinaethetically pleasing.

  • To be honest whenever you said "Kinesthetics" in your earlier stuff I just kinda guessed you meant all that stuff you described, but I can see how easily somebody could be confounded and its good to see you take time out to sort these things out instead of pretentiously pressing onward alienating anybody who isn't on the same page. Good job!

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  • Groovy episode, and I liked the System Shock 2 music. (Also, I like the term "Kinaesthetically pleasing, 'cause it's...aesthetically pleasing? :) )

  • Game feel: lutus

    "ludum tactus" are the Latin words for "game touch"

  • game making looks like a science taking it's first steps. we don't really know why, but will get there eventually!

  • You look much better with long hair

  • Sick Cowboy Bebop shirt

  • Diggin' the Alton Brown reference (as I interpret it) at 5:12

  • Liked and subscribed. My new favorite gaming channel has been found!

  • Oh my god. I just found my favorite gaming channel. I love how you speak so intelligently and passionately about videos games. I don't know where you stand on the "games as art" debate, but at least you treat them as a respectable craft worth the time and effort to discuss and perfect at a technical and philosophical level.

  • Kinaesthetics are the core of my current project; my starting point was trying to capture the physical feeling of bird flight with a control scheme radically different to existing flight simulators. I spent a lot of time tuning the stick-to-wing servocontrol maths and vibration feedback. The steep learning curve probably compromises the non-simulation game mechanics, but those elements are really only there to tempt people into playing long enough to become proficient and get the real experience

  • Epic title reference.

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