Creating Emotion in Games: The Craft and Art of Emotioneering™ |
By David Freeman |
| |
Publisher | : New Riders Publishing |
Pub Date | : September 23, 2003 |
ISBN | : 1-5927-3007-8 |
Pages | : 576 |
| | Copyright |
| | Acknowledgments |
| | About the Author |
| | | About the Technical Reviewer |
| | | Tell Us What You Think |
|
| | Foreword |
| | Gallery |
| | Part I. Introduction |
| | | Chapter 1.1. Communicate… Explore… Help… Words… Edge… |
| | | Communicate |
| | | Explore |
| | | Help |
| | | Words |
| | | Edge |
|
| | | Chapter 1.2. An Introduction to Emotioneering |
| | | Chapter 1.3. Why Put Emotion into Games? |
| | | Reason #1: Expanded Demographics |
| | | Reason #2: Better Buzz |
| | | Reason #3: Better Press |
| | | Reason #4: So Games Don't Seem Amateurish |
| | | Reason #5: An Inspired and Dedicated Creative Team |
| | | Reason #6: Consumer Loyalty to the Brand, Which Is Worth a Fortune |
| | | Reason #7: So You Don't Burn Millions of Dollars of Potential Profit |
| | | Reason #8: Competitive Advantage |
| | | Reason #9: So You Don't Come in Last |
| | | Summary |
|
| | | Chapter 1.4. 17 Things Screenwriters Don't Know About Games |
| | | What Screenwriters Need to Learn About Games |
| | | Putting It in Focus |
| | | Facing the Challenge: A Guide to Hiring a Screenwriter |
| | | Final Thoughts |
|
| | | Chapter 1.5. Why Game Designers Often Find Writing to Be So Challenging |
| | | The Same Problem Often Besets Game Designers |
| | | Yes, But Games Aren't Movies, so That Isn't Relevant |
| | | Final Thoughts |
|
| | | Chapter 1.6. Why "Writing" Is a Bad Word and "Emotioneering" Is a Better One |
| | | Chapter 1.7. How to Hopefully Be Unappreciated |
| | | Chapter 1.8. Where Screenwriting Leaves Off and Emotioneering Begins |
| | | Deep Isn't Necessarily Interesting |
| | | From Screenwriting to Emotioneering |
|
|
| | Part II. The 32 Categories of Emotioneering Techniques |
| | | Chapter 2.1. Emotioneering Techniques Category #1: NPC Interesting Techniques |
| | | Major NPCs (NPCs Who Recur Throughout the Game) |
| | | More About Traits |
| | | The Hypothetical Game |
| | | The Hypothetical Game |
| | | Final Thoughts |
|
| | | Chapter 2.2. Emotioneering Techniques Category #2: NPC Deepening Techniques |
| | | Emotional Pain |
| | | An Example of Technique Stacking |
| | | Regret and Hiding a Secret |
| | | Appreciation and Wisdom |
| | | Cover a Real Emotion with a False Emotion |
| | | Combining NPC Deepening Techniques |
| | | Having Emotion Relate to Player Actions and Decisions |
| | | Final Thoughts |
|
| | | Chapter 2.3. Emotioneering Techniques Category #3: Dialogue Interesting Techniques |
| | | NPC Dialogue to Add Color |
| | | NPC Dialogue to Prompt Action |
| | | Splitting Up the Information |
| | | Some Common Fallacies and Problems |
| | | Final Thoughts |
|
| | | Chapter 2.4. Emotioneering Techniques Category #4: Deepening Deepening Techniques |
| | | Give Your NPC Some Depth |
| | | The Hypothetical Game |
| | | Combining Emotioneering Techniques |
| | | An Example of Technique Stacking |
| | | The NPC Has Emotions Beneath the Surface |
| | | The Hypothetical Game |
| | | Ambivalence |
| | | Final Thoughts |
|
| | | Chapter 2.5. Emotioneering Techniques Category #5: Group Interesting Techniques |
| | | The Basic Idea of Klingons |
| | | Relevance for Games |
| | | Two Important Considerations |
| | | Traits Versus Quirks Carrying the Analogy into Groups |
| | | Hypothetical Game Case Study |
| | | So, All Groups Need a Diamond? |
| | | The Diamond of the Group and the Diamond of the Individual |
| | | Final Thoughts |
|
| | | Chapter 2.6. Emotioneering Techniques Category #6: Group Deepening Techniques |
| | | Giving Depth to Groups |
| | | The Hypothetical Game |
| | | Final Thoughts |
|
| | | Chapter 2.7. Emotioneering Techniques Category #7: NPC Toward NPC Chemistry Techniques |
| | | The Characters Think in the Same Way |
| | | Fighting |
| | | Person #1 Talks Warmly About Person #2 in Person #2's Absence |
| | | Another Example of Technique Stacking |
| | | Person #1 Can Read Person #2's Hidden Feelings |
| | | They Have Shared Bits |
| | | Final Thoughts |
|
| | | Chapter 2.8. Emotioneering Techniques Category #8: NPC Toward NPC Relationship Deepening Techniques |
| | | An Analogy to the Character Diamond |
| | | More Than One Layer Can Be Present in One Line |
| | | There Doesn't Need to Be a Relationship Between the Two Characters' Layer Cakes Toward Each Other But There Can Be |
| | | Final Thoughts |
|
| | | Chapter 2.9. Emotioneering Techniques Category #9: NPC Character Arc Techniques |
| | | A Character Arc Doesn't Come Easily to a Character |
| | | Relevance for Games |
| | | Ins and Outs |
| | | Exceptions |
| | | Final Thoughts |
|
| | | Chapter 2.10. Emotioneering Techniques Category #10: NPC Rooting Interest Techniques |
| | | The Sorcerer Among Us Is You |
| | | Relationship to the Character Diamond |
| | | Put the NPC in Danger |
| | | Self-Sacrifice |
| | | Undeserved Misfortune |
| | | Learn About a Painful Part of Their Past |
| | | Bravery |
| | | Some Techniques Fall into Two Different Categories |
| | | Characters You Invest with Life |
| | | Characters for Whom You're Responsible |
| | | A Note About Multi-Function Techniques |
| | | Using Rooting Interest Techniques and Their Opposites to "Dial Up" or "Dial Down" an NPC's Likability and the Degree to Which We Identify with Him or Her |
| | | Final Thoughts |
|
| | | Chapter 2.11. Emotioneering Techniques Category #11: Player Toward NPC Chemistry Techniques |
| | | The NPC Admires You |
| | | The NPC Reads Your Mind |
| | | The NPC Has Things in Common with You |
| | | The NPC Anticipates Your Needs and Desires |
| | | An NPC Makes You Grow to Become a Better Person |
| | | Final Thoughts |
|
| | | Chapter 2.12. Emotioneering Techniques Category #12: NPC Toward Player Relationship Deepening Techniques |
| | | Layers of Feeling |
| | | Hypothetical Game Case Study: Post-Apocalyptic America Game |
| | | Hypothetical Game Case Study: The Detectives |
| | | Hypothetical Game Case Study: Another Hypothetical Game Example |
| | | Final Thoughts |
|
| | | Chapter 2.13. Emotioneering Techniques Category #13: Player Toward NPC Relationship Deepening Techniques |
| | | Hypothetical Game Case Study: Our Post-Apocalyptic Gunslinger |
| | | A Hypothetical Game: Mixed Emotions in WWII |
| | | Final Thoughts |
|
| | | Chapter 2.14. Emotioneering Techniques Category #14: Group Bonding Techniques |
| | | Elements of Shared Appearance |
| | | Shared Goals |
| | | Shared Rituals |
| | | Going Through Shared Ordeals and Adventures |
| | | Taking Heroic Actions to Protect Each Other |
| | | Complementary Skills |
| | | Say Good Things Behind Each Others' Back Even if They Don't to Their Faces |
| | | Bam-Bam Dialogue in Cinematics |
| | | Shared References |
| | | Group Bonding Challenges in Squad-Based First-Person Shooters |
| | | Final Thoughts |
|
| | | Chapter 2.15. Emotioneering Techniques Category #15: Emotionally Complex Moments and Situations Techniques |
| | | You Are Forced to Do Potential Evil |
| | | You Are Forced to See Through the Eyes of Someone You Don't Like or Are Ambivalent About |
| | | Ambivalence Toward a "Friend" |
| | | Ambivalence Toward an "Enemy" |
| | | Ambivalence Toward a Situation |
| | | You Discover You've Been Tricked |
| | | Helpless to Aid Someone You Love |
| | | What's Good and What's Evil Is Not Black and White |
| | | Forced to Violate Your Own Integrity |
| | | Creating Emotionally Complex Moments and Situations Through Incongruence |
| | | Final Thoughts |
|
| | | Chapter 2.16. Emotioneering Techniques Category #16: Plot Interesting Techniques |
| | | You Call This a Story? |
| | | Breaking These Different Structures into Elements |
| | | Creative Toolbox or Wellspring of Psychosis? |
| | | Structure Twists |
| | | Hypothetical Game Case Study |
| | | Pancaking Scripted Sequences |
| | | Meaningful Nonlinear Re-Sequencing (MNR) |
| | | Final Thoughts Man Cannot Live by Twists Alone |
|
| | | Chapter 2.17. Emotioneering Techniques Category #17: Plot Deepening Techniques |
| | | Two Key Characters Trade Places |
| | | The Story Makes a Spiritual Power Palpable |
| | | A Symbol Takes on More and More Emotional Associations |
| | | A Character We Like Dies |
| | | A Bittersweet Ending |
| | | An Ending That's a Little Uncertain |
| | | Greetings from a Land Outside Your Awareness |
| | | Relevance of Crouching Tiger for Games |
| | | A Downside to Victory |
| | | Emotion Mapping |
| | | Idea Mapping |
| | | Final Thoughts |
|
| | | Chapter 2.18. Emotioneering Techniques Category #18: World Induction Techniques |
| | | Creating a Rich World |
| | | Creating a Rich World Through Visual Incongruence Using Emotionally Resonant Items |
| | | A World That Takes A While to Figure Out |
| | | Friendship or Responsibility Toward NPCs You Care About |
| | | Revenge |
| | | Don't Hold Back on Cool Weapons or Cool Things to Do |
| | | Don't Change All the Rules at the End |
| | | World Induction Techniques Commonly Used in Massively Multiplayer Online Games (MMOGs Sometimes Called MMOs) |
| | | Final Thoughts |
|
| | | Chapter 2.19. Emotioneering Techniques Category #19: Role Induction Techniques |
| | | Skill Sets |
| | | Rewards for Playing the Role |
| | | Against All Odds |
| | | Accomplishment |
| | | Leadership Attitudes and Abilities |
| | | A Valuable and Appreciated Role |
| | | License to Break the Rules |
| | | Beguiling New Identities |
| | | Abilities Beyond the Norm |
| | | The Character Has Emotional Responses We Recognize and Can Identify With |
| | | Self Auto-Talk and Self Auto-Thought |
| | | Fewer Words Usually Invites the Player to Identify with the Character |
| | | Character Silence (No Self Auto-Talk and No Self-Auto Talk) |
| | | Generalizing a Problem |
| | | Tradeoffs When Using Role Induction Techniques |
| | | A Case Study in Role Induction: Thief |
| | | Final Thoughts |
|
| | | Chapter 2.20. Emotioneering Techniques Category #20: First-Person Character Arc Techniques |
| | | Defining the Problem |
| | | Past Attempts to Create a First-Person Character Arc |
| | | Emulating Life Itself |
| | | Should Going Through a First-Person Character Arc Be Essential to Winning a Game? |
| | | Various Types of Rewards and Punishments |
| | | Where a First-Person Character Arc Begins |
| | | Alternative Character Arcs |
| | | Final Thoughts |
|
| | | Chapter 2.21. Emotioneering Techniques Category #21: First-Person Deepening Techniques |
| | | Emotionally and/or Morally Difficult Decisions |
| | | Hypothetical Game Case Study: Woman from the Future |
| | | Hypothetical Game Case Study: Choice of Player Character |
| | | Hypothetical Game Case Study: The Kidnapped Teenager |
| | | Responsibility |
| | | Hypothetical Game Case Study: The Terrellens |
| | | Multiple and Sometimes Even Conflicting Viewpoints (Learning from Mr. Bill) |
| | | Hypothetical Game Case Study: Return to the Terrellens |
| | | Certain First-Person Character Arcs |
| | | Hypothetical Game Case Study: Returning to the City |
| | | Seeing Situations That Aren't Black and White |
| | | Final Thoughts |
|
| | | Chapter 2.22. Emotioneering Techniques Category #22: Revealing Complex Characters Through Their Actions |
| | | A Real Game Case Study |
| | | Khensa |
| | | Final Thoughts |
|
| | | Chapter 2.23. Emotioneering Techniques Category #23: Enhancing Emotional Depth Through Symbols |
| | | Usable Symbols |
| | | Symbol of a Character's Condition or Change in Condition Visual or Verbal |
| | | Game Case Study: Ico |
| | | Hypothetical Game Case Study: Symbols of Sadness and Achievement |
| | | Symbolic Subplot |
| | | Game Case Study: Aidyn Chronicles |
| | | Symbols Used in Foreshadowing |
| | | Hypothetical Game Case Study: The Samurai |
| | | A Symbol That Takes on Increasing Emotional Associations Visual or Verbal |
| | | Hypothetical Game Case Study: The Pendant |
| | | Game Case Study: Max Payne |
| | | Hypothetical Game Case Study: The Hood Ornament |
| | | Final Thoughts |
|
| | | Chapter 2.24. Emotioneering Techniques Category #24: Self-Created Story Techniques (a.k.a. Agency Techniques) |
| | | A Spectrum of Impact |
| | | Mixing Impact Modes |
| | | Different Ways of Fulfilling the Mission |
| | | Other Ways to Create Self-Created Stories |
| | | Final Thoughts |
|
| | | Chapter 2.25. Emotioneering Techniques Category #25: Motivation Techniques |
| | | Don't Interrupt Gameplay |
| | | If Possible, Try Not to Let the Way the Player Receives Information Interrupt the Game |
| | | Don't Hold Back Too Long on the Carrots |
| | | Avoid the Feeling of Repetitive Gameplay…Sometimes |
| | | Keep Those Plot Twists Coming |
| | | Sometimes Provide Unexpected Consequences to the Player's Actions |
| | | Action Puzzles |
| | | A Mysterious or Interesting World That Takes A While to Sort Out |
| | | An Interesting Plot That Unfolds in an Interesting Way |
| | | A Higher Score |
| | | Final Thoughts |
|
| | | Chapter 2.26. Emotioneering Techniques Category #26: Cohesiveness Techniques |
| | | Your Character Gets a Reputation |
| | | Karma |
| | | NPCs in One Part of the Game Refer to NPCs in Other Parts of the Game |
| | | Give Your Game a Theme |
| | | Relationships Between People or Groups That Take A While to Decipher, But Eventually Form Their Own Coherent World |
| | | Abilities You Learn in One Part of the Game Are Useful Later in the Game |
| | | Remind Us of the Stakes |
| | | Final Thoughts |
|
| | | Chapter 2.27. Emotioneering Techniques Category #27: "True-to-Life" Techniques |
| | | Final Thoughts |
|
| | | Chapter 2.28. Emotioneering Techniques Category #28: Cross-Demographic Techniques |
| | | Cross-Demographic Techniques |
| | | The General Idea |
| | | Self-Deconstructing Humor |
| | | Giving NPCs Character Arcs |
| | | Trendy Comedy |
| | | A Game That Takes Place in a Rich World |
| | | Have Characters Who Undergo Either Adult or Complicated Emotions |
| | | The Use of Deepening Techniques |
| | | Final Thoughts |
|
| | | Chapter 2.29. Emotioneering Techniques Category #29: Injecting Emotion into a Game's Story Elements |
| | | Dissecting a Story |
| | | Story Elements in Types of Games That We Normally Don't Think of as Possessing "Stories" |
| | | Simple and Complex Emotion |
| | | Using Story Elements to Brainstorm Emotional Complexity |
| | | Final Thoughts |
|
| | | Chapter 2.30. Emotioneering Techniques Category #30: Tying Story to Gameplay and Mechanics |
| | | Contrasting Examples |
| | | Just the Other Day |
| | | Final Thoughts |
|
| | | Chapter 2.31. Emotioneering Techniques Category #31: Writing Powerful Pre-Rendered and In-Game Cinematics |
| | | Learning from Film |
| | | The Example |
| | | Final Thoughts |
| | | Glossary for This Chapter |
|
| | | Chapter 2.32. Emotioneering Techniques Category #32: Opening Cinematic Techniques |
| | | Begin with a "Fakeout Scene" (Faking Out the Player) |
| | | Begin with a Mystery |
| | | Begin by Introducing Us to a Unique Character |
| | | Begin by Throwing Us into a Suspenseful Piece of the Plot |
| | | Begin by Entering into a Unique World |
| | | Final Thoughts |
| | | Looking Back |
|
|
| | Part III. An Emotioneering Gallery |
| | | Chapter 3.1. Introduction |
| | | Emotioneering in Reality-Based Games Versus Fantasy and Sci-Fi Games |
|
| | | Chapter 3.2. Chasm |
| | | Hypothetical Game Case Study: Boston Physicist |
| | | NPC Interesting Techniques (Chapter 2.1) |
| | | Player Toward NPC Chemistry Techniques (Chapter 2.11) |
| | | World Induction Techniques (Chapter 2.18) |
| | | First-Person Deepening Techniques (Chapter 2.21) |
| | | Player Toward NPC Relationship Deepening Techniques (Chapter 2.13) |
| | | Emotionally Complex Moments and Situations Techniques (Chapter 2.15) |
| | | Plot Deepening Techniques (Chapter 2.17) |
| | | Adding Emotional Depth to a Game Through Symbols (Chapter 2.23) |
| | | Final Thoughts |
|
| | | Chapter 3.3. Styx |
| | | Hypothetical Game Case Study: The Roman Empire |
| | | Emotionally Complex Moments and Situations Techniques (Chapter 2.15) |
| | | NPC Deepening Techniques (Chapter 2.2) |
| | | NPC Toward Player Relationship Deepening Techniques (Chapter 2.12) |
| | | First-Person Character Arc and First-Person Deepening Techniques (Chapters 2.20 and 2.21) |
| | | Plot Deepening Techniques (Chapter 2.17) |
| | | Final Thoughts |
|
| | | Chapter 3.4. Rough Trade |
| | | Hypothetical Game Case Study: Cyberpunk Novelist |
| | | NPC Interesting Techniques (Chapter 2.1) |
| | | NPC Deepening Techniques (Chapter 2.2) |
| | | Player Toward NPC Chemistry Techniques (Chapter 2.11) |
| | | Player Toward NPC Relationship Deepening Techniques (Chapter 2.13) |
| | | Role Induction Techniques (Chapter 2.19) |
| | | First-Person Character Arc Techniques (Chapter 2.20) |
| | | First-Person Deepening Techniques (Chapter 2.21) |
| | | Motivation Techniques (Chapter 2.25) |
| | | Plot Deepening Techniques (Chapter 2.17) |
| | | Final Thoughts |
|
|
| | Part IV. Magic |
| | | Chapter 4. Magic |
| | | Let's Get Real But in Whose Reality? |
| | | A Secret Land Where Smiles Are Born |
| | | Creating Life Out of Nothing: Hard for Scientists, a Cakewalk for You |
| | | The Ultimate Gift |
| | | Final Thoughts |
|
|
| | Part V. Addenda |
| | | Chapter 5.1. Introduction |
| | | Chapter 5.2. Techniques for Creating Fun |
| | | Types of Fun |
| | | Incongruence |
| | | The Exercise |
| | | Final Thoughts |
|
| | | Chapter 5.3. Gatherings |
| | | Art Credits |
| | | Cover |
| | | Color Section |
| | | Interior |
|
| | | Artists' Bios and Contact Information |
| | | Glossary |
|
| | Index |