This marks the last chapter of Emotioneering techniques.
You're now equipped with hundreds of specific ways to create emotion in games. A little later in this book (in Chapter 5.2, "Techniques for Creating Fun"), I'll examine methods of creating fun. Fun, of course, is at the core of games' appeal.
The premise of this book, however, is that undergoing rich emotional experiences is fun in its own right. I believe we need to expand our definition of "fun" to include experiences that take us up, down, and around the emotional spectrum; that deliver us into new realities; or that give us insight. Fun films and television shows have been using this expanded definition since the inception of their media.
By using the techniques of Emotioneering, hopefully you'll join me in fulfilling the mission that is the slogan of the Game Developers Conference: