Abhi, Chandana Ekanayake, Rayla Heide, Steven Lumpkin, 0William Chyr, Xalavier Nelson Jr
At Polaris 2024, our group set out to build a shared framework for helping designers create emotionally resonant game mechanics, especially in novel contexts. In our efforts to do so, first we established some vocabulary, then looked at existing tools for considering emotions. Following that, we developed a set of questions that a designer can ask themselves to help in working through the process of creating a new emotionally resonant mechanic. Along the way we discovered a wealth of existing games that serve as exemplars in the field in each context we examined. In this paper, we attempt to lay this out in such a way that designers reading have access to our thoughts and methodologies; ultimately, we’re hopeful this framework will be a valuable tool to you in creating new emotionally resonant mechanics, or digging deeper into the emotional valence of the mechanics and systems you’ve already built.
In order to have a more productive discussion, we first wanted to align on a shared vocabulary and framing; we came to this primarily because we wanted to make sure we drew our boundaries clearly. Our goal here isn’t to provide a definitive definition for these terms- in fact, our conclusion was that “these terms probably mean what you think they mean,” so please default to that if our definition rings hollow for you. With that said, the definitions we landed on for the purposes of our discussion are:
What is a game mechanic?
A game mechanic is a rule that guides player actions (as expressed by reliable reactions to inputs), or an interaction between two or more systems that results in changes to the game state.
Some examples of game mechanics that fit this definiton:
What is an emotion?
An emotion is any instinctive or intuitive visceral mental reaction. Especially for our purposes as game designers, generally this is a reaction of the player to the game, its mechanics, and the contexts in which the player experiences them.
Our group noted that it’s common to have difficulty naming (or even, sometimes, feeling) emotions! Pretty quickly we realized that there is, in fact, a wheel- and that emotion wheels can be an extremely useful tool when exploring novel emotionally resonant mechanics. A tool like this can help us slice down into the genuine intent we’re trying to communicate: Are we trying to instill a sense of dread? Or panic? Isolation versus abandonment?
Our goal was to develop a framework that allows designers to thinka bout the mechanics they put in their game, both more critically and with more context than they otherwise might have. We approached this task from the perspective of “What questions in what order would be most helpful for designers to ask themselves to generate novel emotionally resonant mechanics?”
Early in our discussions we recognized that mechanics don’t exist in a vacuum. Pushing the left stick away from their body doesn’t necessarily inherently convey emotion to the player (though we’ll discuss later some circumstances in which specific mechanics can). Rather, emotion arises from the dialogue between the mechanics, their contexts, and the players themselves. When seeking to develop a novel emotionally resonant mechanic, the first place the designer should look isn’t at the mechanics themselves, but at the contexts around them.
What are the themes of your game?
First and foremost, step back and think about the themes of your game. Survival and desperation in a dog-eat-dog world? The bond between siblings, and the power of grief and death? Perseverence in the face of frustration, and the value of learning how to overcome new challenges? Your game’s themes are a rich initial source for inspiration into the kinds of emotions that you may want to convey- or at least those that will be easy to do so, or resonate well with the rest of your experience. Theme can certainly be emphasized through contrast as well- in a game entirely about leveraging violence to navigate the generational conflict between two groups, the moment of offering the player the option to put down their weapon in order to instead carry a wounded enemy can be extremely powerful.
Consider asking yourself the following questions around theme as you explore your game’s mechanics and emotions:
A few games that really lean into their themes in evoking emotions in their players include:
What emotions do you want to convey?
The second crucial step in this framework is to get clear about understanding the specific emotions you want your game to convey to players; knowing these makes it much easier to adapt them into your mechanics. In helping focus on the full range of emotions you want to convey, it can be especially powerful to focus in on significant inflection points in your game, moments in which what the player’s been exposed to previously becomes recontextualized. Identifying the emotional change the player has to experience at that moment can help you identify the emotions the player should be experiencing (and perhaps growing accustomed to) prior, and after. Looking at the full journey the player has to take and mapping emotions to it can help you make sure your game has a rich emotional palette of complimentary experiences. Note that where emotions are concerned, specificity can be extremely powerful! Often, as designers we can tend to try to make our experiences generic in order to resonate with a wider audience. In actuality, our group discussed finding in our work that the more specific the emotion you’re trying to convey, and the mechanic you’re engaging to convey it, the more universal and relatable the experience is to all players.
Once you’ve identified a specific emotional moment you want to invest development effort into, consider asking yourself these questions:
Some examples of specific emotions from specific games:
What mechanics are in your game?
With a strong understanding of your game’s theme and the emotions you want the player to explore, the next step is to consider the mechanics you’re planning on committing to. It’s important to consider, now, that not all mechanics are neutral; they often come with their own inherent emotions associated with them, either from past games your players have experience with, or that you yourself have encouraged players to associate with them previously in this game. Many game players have past experience mashing a button repeatedly to smash open a door, lift a heavy stone, or rip an enemy asunder; this is something you should consider if you’re looking to add “mash X to pet dog” into your game. Note, of course, that context can be key- in a game about a character with a fear of dogs, who spends much of the game fleeing from dogs but who has finally overcome that fear, needing to mash x to pet that dog may actually be exactly the emotional valence you’re looking for your mechanic to convey. The right context can change a conventional mechanic into something entirely new. Consider asking yourself the following question about your assumed mechanics, or other possible mechanics you’d like to evaluate:
Some examples of games that leverage their mechanics (and contexts) to really drive emotions strongly:
How can you create a cohesive whole?
Our group recognized that some games seem to take a disparate collection of mechanics and emotional beats and form them into a cohesive whole that adds up to more than the sum of its parts; we called this harmony. Importantly, just like in music, the harmony of a piece (or game) doesn’t have to only be consonant- in fact, having a little dissonance in the mix can elevate the whole. We identified three components to harmony. Resonance is what we chose to call mechanics and emotions that are multipliers on each other, where each strongly supports the other. Consonance is what we chose to call mechanics and emotions that are compatible, especially when the mechanics and emotions fade into the background of the experience and become invisible or seamless, the waters the player is swimming in naturally without even thinking about it. Dissonance is when the mechanics and emotions don’t naturally align, perhaps even subtracting from each other, but the discordance can actually draw attention to the moment in a way that heightens the overall experience of the game. The proper use of all three- resonance, consonance, and dissonance- can leave your overall game feeling in harmony.
An example of harmony through resonance, consonance, and dissonance:
What space can you leave for the player?
The game isn’t in the computer! The game is an experience that happens in the mind of your player, and players bring a lot of themselves to the games they play. They’re an equal participant in the dialog between the player, the game, and the creators. As designers, it can be easy to get lost in our uncertainties, or to miss the forest for focusing on the trees- filling every moment of the player’s experience with what we think they “should” be getting out of it- but this is a trap. Our group asks: What space can you leave for the player? How can you step back and leave emptiness for the player to bring their self and their past experiences and interpretations into your game?
Similarly, as designers we discussed often encountering pressure to reduce friction, or smooth the player’s experience along in the game. This can be a real pitfall if what you’re aiming towards is evoking a specific emotional experience. Friction- like in Getting Over It with Bennett Foddy- can often be essential in creating the space for players to genuinely confront the mechanics, the contexts, and the emotions you’re putting in front of them. Ask yourself: Instead of solving for smoothness and ease of progression, can we solve for really bringing every player along on the emotional journey we intend? Can slowing the player down here actually accomplish more than smoothing them along?
Some games incorporate systems or mechanics that almost force space for players to bring themselves into the experience, for example:
Our group discussed a few pitfalls that designers can fall into when crafting emotionally resonant game mechanics. Notably: Don’t undercut spotlighting! When everything is important, nothing is. Not every emotion needs to be mapped on your player journey, not every emotion needs to be resonant- sometimes consonance is enough. Contrast between peaks and valleys in emotions and emotional valence alike can be a powerful tool. Second, keep an eye out for unintended dissonance. Dissonance can be a result of oversight, and can arise from departmental or disciplinary siloes. Ask yourself- are mechanical needs taking precedence over the emotional needs of the story? How can both work to support each other better? Make sure to avoid designing mechanics in a vacuum- bring other disciplines in, and look for ways to leverage all the skills on your team in aiming at the emotional experiences you intend. Finally, take care when designing for an experience that isn’t yours, or that you personally haven’t had. Have you done enough research to support it? Are there others you can engage who are more personally connected to the experience you’re creating who can help you convey the experience you want in a way that will resonate with your players?
In conclusion, thank you for reading our framework for creating novel emotionally resonant game mechanics. We’ve covered: What mechanics and emotions are; How to mine your game’s theme for emotional context; How to focus in on the specific emotions you want to convey; How to consider your mechanics, and the emotional contexts they bring; How to infuse your whole experience with a harmony that is greater than the sum of its parts; How to consider and leave space for players to bring themselves into the experience; and some common pitfalls to be cautious of. We hope this conversation can help you look at the games you’re creating through a few new lenses, and help you deliver even more authentic, compelling experiences for your players.