Emotion-driven design (EDD) is focused on making "what players feel while playing” the most important part of the design. Other emotion-based designs are rooted in emotion, but emotion-driven design is about creating feelings for their own sake. EDDs are not always strongly connected to theme. Designs that focus on a singular desired emotion, I label as ‘simple-emotion’ driven designs (SEDDs). Designs that focus on two or more desired emotions are ‘complex-emotion’ driven designs (CEDDs). A hallmark of emotion-driven games is that the players feel the emotion as themselves and not as ‘bleed’ from their avatars. (More on that later.) These emotions largely arise from the mechanics and style of gameplay: real time games feel frenetic; push your luck games feel tense; etc.
Simple emotion-driven games tend to pull a limited emotional spectrum from the mechanics (and dynamics) of the gameplay itself, as opposed to a narrative. Sometimes, individual emotions are focused on, such as the tense thrill of a good push-your-luck game. Quacks of Quedlinburg is an excellent example of a game driven by a singular emotional experience. Some critics argue that Quacks lacks a certain amount of strategy and tactics to be a good game, but I would argue that making Quacks a thinker game would destroy what makes it good: the emotional experience. And since Quacks is not Wolfgang Warsch's only foray into experience-based design (famously, The Mind), I think it is safe to say that the experience of playing Quacks is an intentional design choice. Racing games, gambling games, and some auction games all have similar emotional experiences. What makes those games fall clearly into the SEDD category is if the emotional experience appears to be the goal of the design. So, some auction games may capture the feeling of bidding at a live auction, whereas others emphasize the intellectual experience of calculating risk and reward.
Other examples of simple emotion-driven designs can include “cozy” games, dexterity games, mass market “take that” games, and social deduction games. There may still be an emotional arc to a SEDD, but the goal of the design is to produce a very specific emotional experience. Any emotion-based design has to go beyond the excitement of starting to play, the thrill of an early lead, the agony of defeat, etc. All games have an emotional experience of that sort. SEDDs drill down to consistently pull a particular strong emotion from players. The very singular nature of the focus forces the theme to the periphery the same way an abstract game with a pasted-on theme does. Distillation, even of emotions, will always abstract a theme.
Complex emotion-driven designs seek to pull more than one specific emotion from players. An easy way to accomplish this is to have players swap roles at various points in the game, thus changing goals, such as in Sheriff of Nottingham. Players experience two very different emotions playing as the sheriff trying to catch smugglers and merchants attempting to bluff their way to market. However, simply switching roles does not make a game a CEDD. Citadels has a fairly uniform emotional journey regardless of which roles you chose throughout the game. Other examples of CEDDs include party games with judging mechanics, games with 2 distinct phases of gameplay, or scenario-based games. Conversely, one vs. all games typically have two very different emotional experiences for the players, but roles are not changed during a single game, so each player has a singular emotional experience. Because these asymmetric designs still require more emotional crafting by the designer than SEDDs, they fall under the label of complex emotion-driven designs. CEDDs have a more varied emotional experience, but still primarily access emotions through mechanics, although we do start to see immersive elements come through, as many CEDDs are more thematic, due to the fact that the experiences are more complex and thus easier to connect to theme. As a reminder, players generally do not identify with their role significantly in EDDs; they play as themselves taking game actions, not as characters taking story actions. Sometimes, whether a game is played as an CEDD or as a more narratively driven experience depends on the group of players. Games of this nature are usually touted as having “opportunity for role-play or story-telling,” but those elements are not required by the game. Thus many social deduction games, like Werewolf, can fall into either this category or the next one, thematic transportation-driven design.
In conclusion, emotion-driven designs accomplish their goal primarily through mechanisms. Mechanisms have an inherent emotional content apart from theme. Push Your Luck games feel very different from auction games. Theme in EDDs is mostly used as atmosphere that ideally reinforces the tone of the mechanisms. Games can explore one emotional experience or more than one, but to be an EDD a game must feel as if the main purpose of the game is to feel a certain way while playing it.
The next post will cover thematic transportation-driven design, otherwise known as immersive games.
This is a fantastic breakdown that clearly articulates the difference between design goals. I especially appreciate the focus on how Emotion-Driven Design stems primarily from mechanisms rather than just pasted-on themes, making the distinction between SEDDs and CEDDs very useful for classifying a game's core loop. The example of Quacks of Quedlinburg perfectly illustrates how sacrificing complexity for a pure, simple emotion like the tense joy of push-your-luck can define a masterpiece. Recognizing that the player experiences the emotion as themselves, rather than through character "bleed," is a crucial theoretical point for understanding the emotional weight of abstract game elements, a subject that has seen increasing analysis in recent board game academic circles like those found at BGD33.
ReplyDeleteReally enjoyed this post — your exploration of how experience-based design informs board game creation made a lot of sense to me. The way you highlight player journey, emotional engagement, and the iterative process of prototyping brings real depth to what can often feel like light entertainment. Thanks for unpacking those layers so clearly. Also, for those looking into gaming services, platforms, or even vehicle-related logistics, Jeetbuzz is worth checking out.
ReplyDeleteReally appreciated your post on categorizing experience-based design — the way you outline how designers map feelings, interactions, and narrative elements into tangible categories makes a complex topic feel much more accessible. Your examples mix clarity with relevance, which helps both newbies and seasoned readers alike. Thanks for putting this together — I’m looking forward to seeing how this kind of framework shows up in practical projects, including those at BK33wingame
ReplyDeleteGreat post — I really appreciate how you break down Experience-Based Design in board games, especially when you show how categorizing different types of experiences helps shape decisions at the table. The examples you use feel grounded and your voice makes theory accessible without diluting depth. I’ll be reflecting more on this as I write over at crickexbuzz.
ReplyDeleteThis is a really insightful piece that clearly breaks down the philosophy of Emotion-Driven Design (EDD), emphasizing how pure game mechanics can directly generate player feeling. The distinction between simple and complex emotion designs is particularly useful, showing how games like Quacks of Quedlinburg succeed by focusing solely on a specific emotional intensity, like the tension of a push-your-luck system, rather than relying on deep theme or story. This deliberate engineering of player emotional arcs through core game systems is a fascinating area of design, and it's a vital concept for anyone developing high-stakes, engaging content where the direct, visceral player experience is the primary goal, whether that's in tabletop or online environments like EA77.
ReplyDeleteThis is a brilliant theoretical breakdown of how design intent shapes the player experience, clearly demonstrating that the emotional core of a game isn't always tied to its narrative, but is often an elegant byproduct of well-engineered mechanisms. Your analysis of Emotion-Driven Design (EDD) emphasizes that when the core system is meticulously designed, it reliably generates a predictable and powerful emotional response, whether it's the thrill of a push-your-luck game or the tension of an asymmetric challenge. Recognizing that success stems from optimizing these fundamental systems is a crucial insight that extends far beyond the tabletop, applying directly to complex operational environments where flawless system performance is the absolute priority, like those managed by CK444.
ReplyDeleteThe step-by-step breakdown makes it easy even for novices to follow along and learn how to make fluid 2D character animations. Thanks for sharing your expertise — this has definitely inspired me to polish my own Unity project using BDT.
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