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The controls are serviceable enough, and the fight controls and strategies are easy to learn but difficult to master. World Seeker is an open world One Piece game where players control Luffy as he runs around the island helping the islanders, aiding his nakama (pirate friends), and fighting the Marines. But this last weekend I realized something… off… when I was playing One Piece: World Seeker. The Pokemon games want players to feel the need to collect Pokemon – to put the player in that “Gotta’ Catch ‘em All” mindset, and indeed that it what I feel whenever I play a Pokemon game. The opening moments of Heavy Rain want to make the player feel stressed out and, eventually, sad, and it succeeds at doing so. Different videogames have made me feel different things, but those feelings have always been, to some extent, consistent with the game’s design. Final Fantasy XV made me reflect on narrative and storytelling and on character relationships, while Detroit: Become Human made me question the nature of humanity. When I played Tetris Effect I felt somehow exhilarated and relaxed at the same time, whereas playing One Piece: Pirate Warriors 3 just made me feel fun (whatever that is). Indeed, the results are as variable as there are games. Instead, I asked it in its second sense: what are the feelings that videogames elicit from me when I play? First, it can be taken as “what are the processes by which videogames make players feel?” I’m not too concerned with that question (yet). I have presented and published on games as rhetorical texts, and my focus has always been, to borrow a trope from literary studies, “the game itself.” Indeed, I have a book coming out later this year on the composition of games – one of a three part series, and what Reviewer 4 said was “a magnificent text that brings closure to the Bogost / Ensslin era of game studies.” So, having done everything I set out to do with regards to what videogames are, I turned my gaze inwards to engage in a bit of much needed introspection and asked myself: how do videogames make me feel? This question can be interpreted in two ways. For the past few years, I have dedicated my time researching the rhetoric and composition of games. Indeed, videogames can sometimes be games and other times they can be gameless stories, but they are always something that the player (another contentious term as sometimes the player is more of a reader) experiences. Some videogames even have little, if any, components that anyone could recognize as a game. Others still are virtual representations of board games or real life games, while a large number of videogames are stories that players navigate through. Other videogames let players create their own rules. Some videogames provide players with open spaces for them to navigate and explore. Videogames are an interesting medium with a contentious name.