Physical props that are shipped with the games to strengthen the game experience.
Games are typically designed to provide a certain type of experience regarding the game world or gameplay. One way this can be supported outside the game is through various props, Feelies, shipped with the games.
Feelies were most common in Infocom games such as Planetfall and the Zork series. However, they are also packaged with some collector's editions of games, e.g. Dead Rising 2 and the Fallout 4 Pip-Boy Edition.
Using the pattern
Feelies are a type of Props so the main design challenges associated with them are similar to those of Props in general except for the physical design of them. Since Feelies are extra elements provided specifically to provide additional experiences the diegetic and narration aspects of them, for example supporting Diegetic and Thematic Consistency, become even more important to them than to other game elements. One particular choice they offer is to give players Clues or to provide Red Herrings for them.
Maps can be used specifically to provide Feelies. Another option is to create Player Aids that have Thematic Consistency as well as Diegetic Consistency for its medium (not all Feelies are Player Aids since not all of them provide narrative or gameplay information).
Feelies are basically a type of Props that exist outside the main medium of a game in order to give Emotional Engrossment. By doing so they show the simplest way of creating Transmedia Games and their special status of being physical make them Diegetically Outstanding Features. They are typically design to support both Diegetic and Thematic Consistency.
While many times Feelies simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with Zork I which gives some hints to players.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.