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Bittersweet game design Designing around negative emotions

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Who is this woman? Thais Weiller ● MSc in Game Design ● JoyMasher Co-founder ● Game Designer and Producer ● Interested in ~weird~ gameplay ● Likes questions

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What is a game?

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We know how games look like … they look like fun.

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What is fun? ● Challenges - Theory of Fun - Koster ● Motivation - Flow - Csikszentmihalyi ● Different aspects of enjoyment - 10 elements of motivation - Nick Yee ● Meaningful choices - everyone ever

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What is fun? Reward/ Punishment Action Result Generic game Core Loop Conditioning.

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Classical Conditioning

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Most classic and contemporary game design is based on conditioning fun.

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But is fun all there is?

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No. It is what we are more used to design. Short answer:

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So, what else is there?

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Temporary Frustration. When the whole game focuses on fun, except...

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Temporary Frustration ● Same classic game design based on conditioning for most of the game ● In a specific part, gameplay changes ● Highlights the struggle in this particular part of the game ● Conveys negative emotions

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Deception. When you play the whole game being the saviour, but actually...

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Deception ● Same classic game design based on conditioning all game long ● Twist only at the end ● Player may feel betrayed ● Low replayability - sour taste after playing

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Examples Braid

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Bittersweet. When your own game core loop is wrapped around negative feelings

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Bittersweet ● Moral dilemmas ● Atypical mental states ● Geopolitical conflicts ● Psychological violence ● Identity issues ● All sorts of real life situation we are not too confortable with

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To consider M ental Space How someone in this situations feels? How to recreate this feel for the player? Social Space Our environment influences a great deal on what we can do. How to convey this in games? M isinform ation We don't always have all the information IRL. Player also may not have it. Essentials only Get rid of everything that doesn't add to the intended experience.

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Cons ● Breaking the conditioning cycle is risky ● Not a beaten track, with rules and abundant examples Pros ● Gives the player a richer experience ● Why the hell not?

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Examples This War of Mine

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Examples Papers, Please

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Examples Bury me, my love

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Examples Dys4ia

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How it works? Reward AND Punishment Action (generally concerning moral choices) Result Generic Bittersweet Core Loop

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kiss

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Bittersweet Creative Process Investigate 1 ● List all related circumstances in this situation ● Understand how it feels feel ● If possible, talk with people in them or try to experience them yourself Mechanic Ideation 2 ● A little psychology goes a long way ● Sometimes, the symptom itself can be implemented ● Metaphors are gold Game Design Iterations 3 ● Some information can be hidden for best results ● Not all situations translates well to game design. It's ok, don't let that stop you. Test it.

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Most importantly Don't overstep the bitterness. Taste can be play tested. There is a sweet in Bittersweet

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Rainy Day A bittersweet game design experiment

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I’m tired and I don’t want to talk about it. Any physical movement seems like a waste of energy. I resign to watching the color white on the wall instead.

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A P A T H Y

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understanding the feels

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Who passed through the life in a white cloud, And slept a peaceful sleep; Who did not feel the cold disgrace; Who passed through the life and did not suffer; Was the specter of a man, but not a man — He only passed through the life, but did not live it at all.

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Who passed through the life in a white cloud, And slept a peaceful sleep; Who did not feel the cold disgrace; Who passed through the life and did not suffer; Was the specter of a man, but not a man — He only passed through the life, but did not live it at all. Francisco Otaviano (1825-1889) Investigate 1

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No content

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chaotic line of thought no clear objectives no clear rewards/punishments Listing mental states

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How to make the player feel that instead of witnessing it? Mechanic Ideation 2

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setting up the environment

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go out? stay? sleep? eat? watch TV? play videogames? just lay in here? watch the walls? scream? run away? die? a n x i e t y Game Design Iterations 3

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do you know what you want?

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Anxiety Time systems

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Anxiety Time Player controls or sees none systems

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this is all the feedback player has

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It is raining today. It really is.

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the weight of each choice

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No content

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getting out there and testing it!

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Take away: Bittersweet game design is incorporating negative feelings in the main mechanics of your game. Make games about things that matter to you, no matter how hard they are. Investigate 1 Mechanic Ideation 2 Game Design Iterations 3 Test it. Bittersweet design process

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Thank you for sweeting up the bitterness! @thaisweiller