Emotional Goals - UQdeco2800/2021-ext-studio-2 GitHub Wiki
Overview
Emotional goals, are what you want users to feel while they use your software / play your game.
Context
When the players are affected by the goal – During stage x, when near win condition.
What the players feel – Increased pressure (measured using y).
Why the players feel this – Due to tougher enemies attacking their base.
General Emotional Goals
1:
When: Beginning of Game
What: Lonely, Panic
Why: Because when the game first starts, players are told that there is a virus outbreak and separation from their families, and the streets are cluttered. Players will face separation from family/friends and need to survive alone in extreme conditions, which will make players feel lonely and panic.
2:
When: During the game. The game gets harder with time.
What: Tense/Stress --the game creates an atmosphere of tension
Why: The player must finish the task as soon as possible, he can not make mistake, or he dies. Stress from needing to complete an objective, anxiety over running away in a time limit, etc.
3:
When: When the player completes the game------game theme
What: Reflection
Why: The theme of the game is to create a doomsday environment to arouse people's self reflection, so as to cherish the present life.
Specific Emotional Goals
1:
When: player lack low HP
What: uncomfortable/nervous/irritable
why: they are afraid of making mistakes ----they are afraid of death
2:
When: When the player dies
What: Upset/annoying
Why: He might need to play from the start
3:
When: When the player fails a mission
What: restless
Why: He may have lost the opportunity to acquire certain equipment
4:
When: Player gets the buffs
What: Sense of security
Why: In the process of playing the game, some of the items scattered in the map have a gain effect, players can pick them up to strengthen
themselves, players will feel a sense of security.
5:
When: Player get the debuffs
What: Unsafe
Why: In the process of playing the game, some of the obstacles/objects that will appear on the map have a mitigating effect, and players can encounter them to weaken their status, and players will feel unsafe.
6:
When: When the player completes the game, the player will realize the value of food and reduce the amount of food wasted.
What: Reflection
Why: In games, the absence of food means death and defeat
7:
When: player is told that they need to defeat the boss in order to find the family
What: Stressed
Why: Because the boss is as the most powerful role in the game, players need to prepare many items and get weapons to defeat this boss, so
players will feel the pressure.
8:
When: After the player defeats the boss
What: Satisfaction,Happy
Why: When the player defeats the boss, the player will feel very satisfied when he defeats the strongest character and will be able to see his family immediately, the player will feel very happy.
Is this true? Do we need a boss?
9:
When: After the game --after they finished setting up tasks & Missions.
What: feel relief
Why: Due to the plot of the game, the player has to control the character to maintain life by collecting food, oxygen and taking transportation to avoid the attack from the aliens, besides facing all of these extreme situations, the player also needs to solve the problem he meets during the game. After the player controls the character to finish these tasks and arrived home finally, the player will feel relaxed and happy.
10:
When: collecting some items
What: feel happiness, satisfaction, and of course the sense of security
Why: when they collecting some items which can save their life after they finished a stage of the adventure, they might feel happiness, satisfaction, and of course a sense of security.
11:
When: facing the alien attack
What: they might feel nervous and pressure
Why: being attack means the possibility of death
12:
When: they get a rare achievement at a sudden
What: excited and wants to share with others
Why: a rare achievement means its needs time and luck to get
13:
When: Wasting too much time on the progress of escaping from the aliens
What: feel tired
Why: it will cost too much time on escaping and still might lose the game
14:
When: the player gains some kind of negative status
What: intensity
Why: the health value will be consumed within a certain period of time after the player gains a specific debuff, the player needs to find an item that can restore life within the specified time, otherwise they will lose their life and restart the game
15:
When: Players gain weapons
What: Surprised, Safe
Why: If the players don’t have any weapon, they cannot fight against the boss. Now with weapons, they are able to defeat the boss
16:
When: Players find the family
What: Happy, Satisfied
Why: The player’s goal in the game is to find the family
17:
When: The night comes
What: Unsafe, Worried
Why: At night, the sky turns dark and dangerous objects increase. Players are more alert to their surroundings to ensure their own safety
18:
When: Daybreak
What: Relieved, Determined
Why: After changing from night to day, the danger is slightly reduced. Players breathe a sigh of relief, but they still need to be alert for danger
19:
When: Heavy rain
What: Dangerous, harder to control
Why: During the heavy rain, it is getting harder to control the persona. Players may need to take more precautions while playing the game.
20:
When: The game may getting harder as the mark goes up.
What: About the tense/stress, the game dynamically applies more tension to the player
Why: The player has to get more experienced during the game and avoid making mistakes.