Emotional Context In Decision Design

Shared Link | Sunday, December 15, 2019
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Wanderlust Travel Stories is an anthology of interactive travel literature we published in fall 2019. In this article, I share how we used context and personal perspective to make choices relevant for the player and easier to implement.

Site iconGame Developer — December 9, 2019

Designing narrative choices for the player that feel meaningful and consequential is a recurring challenge in various genres. Branching stories and systematized changes to world-state are common but often expensive solutions; another approach is to update the player character’s emotional state. One prominent example of this is Depression Quest, which creates a feedback loop in which your choices affect your mood which affects which options are available to you in the next choice.

In this post, Artur Ganszyniec discusses a deeper version of this approach used in Wanderlust Travel Stories, in which the combination of the player character’s fatigue and stress levels determine how they see the world - which does modify which options are available, but also creates different emotional contexts in which the same options may be chosen for different reasons. I suspect this approach would only really work in games where you are playing a defined character whose emotional state is an explicit mechanic, but it’d be interesting to see it applied in, say, a Quantic Dream game.

Tags: Shared Link, TOPIC: Storytelling, CREATOR: Artur Ganszyniec, GAME: Wanderlust Travel Stories, GAME: Depression Quest

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