Emotion in game design is not a side effect — it’s a design goal. It’s the player's internal reaction to what the game shows, allows, demands, or withholds.
Emotion is what makes a game stick. Players might forget the level layout — but they’ll remember how it made them feel.
1️⃣ Definition
Emotion in games refers to the affective response — feelings like awe, frustration, joy, grief, relief — that arise through interaction with mechanics, narrative, aesthetics, sound, and choice.
Unlike film, game emotion is interactive — it comes from doing, not just watching.
📍You don’t design emotions directly. You design situations that evoke them.
2️⃣ Why Emotion Matters
Role | What It Enables | Example |
Engagement | Emotional investment = player attention | Hollow Knight’s melancholy world |
Immersion | Emotion pulls players into the fiction | Red Dead Redemption 2’s quiet moments |
Memory | We remember how things made us feel | Shadow of the Colossus’ final boss |
Meaningful decisions | Emotion turns choice into consequence | Life is Strange’s branching guilt arcs |
Narrative depth | Character emotion becomes player emotion | The Last of Us’ character bonds |
📍Emotion is what turns a challenge into a story.
3️⃣ Types of Emotion in Games
Type | Triggered By | Example |
Wonder | Visuals, scale, discovery | Journey, Outer Wilds |
Tension | Scarcity, countdowns, threat | XCOM, Resident Evil |
Joy | Flow, mastery, playful mechanics | Celeste, Mario Odyssey |
Sadness | Loss, reflection, narrative weight | Spiritfarer, To the Moon |
Fear | Uncertainty, powerlessness | Amnesia, Subnautica |
Empathy | Characters and moral choice | Undertale, Disco Elysium |
Frustration | Overload, unfairness, confusion | Bad UI, invisible rules (unintentional) |
📍Not all emotion is positive. Negative emotion can be useful — if it’s intentional and resolved well.
4️⃣ Tools for Emotional Design
Tool | How It Creates Emotion |
Narrative & dialogue | Direct empathy through characters |
Mechanics | Embed emotion in rules (e.g., loss, risk, choice) |
Audio/visuals | Music, light, animation create tone instantly |
Pacing | Rhythm of events amplifies emotional flow |
Player choice | Consequences create ownership over emotion |
📍Emotion isn’t just a narrative job. Your UI, failure state, and combo meter can all evoke feeling.
✅ Emotion Design Checklist
📍Ask: What’s the emotional payload of this moment? If there isn’t one — why does it exist?
Summary
Term | Emotion |
What it is | The player's internal affective response to interactive systems |
Why it matters | Builds connection, memory, and meaning |
How it's built | Through narrative, mechanics, pacing, aesthetics, and choice |
Design goal | Make the player feel something real — not just win or lose |
📍Emotion is not extra polish. It’s the reason the player keeps playing — and the reason they remember.