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Bittersweet game design: Designing around negative emotions

Bittersweet game design: Designing around negative emotions

“Videogames are supposed to be fun”, but really, are they? As a whole new medium, games can and should provoke all rage of human emotions and reactions and question the boundaries of its language in every opportunity. Yet, videogames started as fun experiences and it is hard to break through this stigma. All theories researching the players’ engagement focus on fun or other positive emotions, which motivate the player to go on. Theory of fun, from Koster, or even the Nick Yee’s Motivation of Play are based on the positive feedback players encounter in games. But human psyche is much more than a bunch and happy experiences, how about sadness, guilt, apathy, grief, sorrow, regret or angst? Do they have a place in videogames?

Thais Weiller

July 06, 2018
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  1. Who is this woman? Thais Weiller • MSc in Game

    Design • JoyMasher Co-founder • Game Designer and Producer • Interested in ~weird~ gameplay • Likes questions
  2. 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
  3. 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
  4. 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
  5. Bittersweet • Moral dilemmas • Atypical mental states • Geopolitical

    conflicts • Psychological violence • Identity issues • All sorts of real life situation we are not too confortable with
  6. 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.
  7. 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?
  8. How it works? Reward AND Punishment Action (generally concerning moral

    choices) Result Generic Bittersweet Core Loop
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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
  14. 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