Good force feedback should be sublime. The user shouldn't notice it exists, because it's so seamless. The best example I can think of is the space jump in Metroid Prime. It probably took me like two hours of play after getting it to realize there was an extra 'whoosh' on the second jump, but not because it was weak. It was because it felt so right I didn't even notice it was happening.
Good special effects don't look like special effects, they look real, and that's what makes them great.
That being said, I'll miss force feedback for PS3. You don't realize how important it is until it isn't there (think Rez).
ACCELL's $100 UltraAV HDMI 2-1 Audio/Video Switch
May 23rd 2006 6:23PM (Engadget)Is there anything to this that makes it more complicated than just shorting a couple of wires together?
E3 scavenger hunt: win a Joystiq t-shirt
May 10th 2006 2:56PM (Joystiq)New PS3 controller loses DualShock vibration
May 9th 2006 3:07AM (Joystiq)Good special effects don't look like special effects, they look real, and that's what makes them great.
That being said, I'll miss force feedback for PS3. You don't realize how important it is until it isn't there (think Rez).