Emotional Goals - UQdeco2800/2021-studio-6 GitHub Wiki
General Emotional Goals:
EGG = Emotional Goals General
EGG01
What: feel a sense of caution/stress Why: dangerous area, so the player is constantly trying to stay safe and away from monsters. Could die at any point
EGG02
What: (fear) feel scared Why: darkness chasing you at most times - the concept of ‘unknown’ is scary
EGG03
What: a sense of mystery/Unknown Why: trying to figure out the story and background of the game is mysterious
EGG04
What: hopefulness throughout the game why: hopeful to reach the next checkpoint/stay alive/reach the end of the game
Specific Emotional goals:
EGS = Emotional Goals Specific
EGS01
When: the user starts the game What: They should be more attentive and intrigued (learning how the game works) Why: First time playing - needs to have a hook i.e. sense of exhilaration Benchmark:
- willingness to start again or keep going
- playtime/# of times played
EGS02
When: the user reaches the end of a level What: they should experience a sense of foreboding Why: They have just escaped and are safe but they are not safe forever Mood Benchmark:
- time spent having a break between reaching a checkpoint and starting the next section
- Shorter: worse (means tensions weren’t high)
- Longer: better (tension was high and they need a break)
EGS03
When: When the player messes up (gets caught in a trap etc) What: they should feel stressed Why: because they are close to a losing state Benchmark:
- No. of frantic actions
- No. of actions per second
- No. of silly mistakes made
EGS04
When: the player player loses/dies What: they should feel frustrated Why:
- without failure there is no accomplishment (absence of accomplishment)
- They have to restart from the previous checkpoint
Benchmark:
- How quickly they try again
- shorter : better
- Longer: worse
EGS05
When: as the player reaches near a checkpoint What: they should feel an increased sense of tension Why: increases excitement + relief when checkpoint is released Benchmark:
- No. of frantic actions
- No. of actions per second
- No. of silly mistakes made
EGS06
When: as the player moves through more checkpoints What: they should feel increasing tension/difficulty/dread Why: to keep engagement Benchmark:
- No. of silly mistakes made
EGS07
#depends on game design When: The player wins the game What: They should feel excitement, accomplishment Why: They have completed the thing they have been trying and failing to accomplish Benchmark:
- End of game 5 star rating