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