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Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
165
Wii Tennis presents an interesting mixture of digital and analog. The swing
the player performs is analog, but the input is still relatively digital. It may take a
number of samples of your movement as you swing, but the number of vectors
it tracks is nowhere near the number involved in swinging a real tennis racket.
This is not bad. In fact, it’s what makes Wii Tennis playable and fun. If Wii Tennis
meticulously simulated a real tennis swing, the game would be much harder. First,
the Wiimote does not provide the same heft and feel of a real tennis racket. You
never actually hit a ball, so you never learn how different hits feel and react, mak-
ing it much harder to parse and repeat your swings. It lacks true physical feedback. ...
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Publisher Resources

ISBN: 9780123749536