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Emotions

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Gamebot
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I've been thinking about the emotions that games elicit. The main emotion that we feel when playing is fun, but there are plenty more, like tension, hope, wonder, etc.

Here's some interesting ones:

Shadows Over Camelot - When you sacrifice yourself so other players can continue, you might feel a certain honor.

Ticket to Ride - When you have tickets that you have a small chance of completing, you might feel despair.

Kill Doctor Lucky - When every player passes and leaves it up to you to stop the leader, you feel obligated.

Cosmic Encounter - When nobody backs you up, you feel rejected.

Bang! or Werewolf - When you don't know who is who, you feel paranoia.

What are some example of emotions that games have caused in you? Does anyone actively try to design with specific emotions in mind, or are they just coincidental side-effects? I'm trying to come up with a game design that causes an emotion not found in any other game, but I haven't come up with anything. Even an odd emotion like embarrasment is found in charades. Any ideas?

Hedge-o-Matic
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Emotions

John Nash and others have looked into this. An example is the insight into the "emotion" of being fixed upon a goal beyond what is considered reasonable. The term used was actually "addiction", but the method used to evoke it was simple:

Players are presented with a $1.00 bill, and can bid as desired for it, starting at 1 penny, and continuing from there. The difference is that, while the high bidder pays their bid and gets the money, the second highest bidder pays and gets nothing at all.

This results in cmpletely bizarre results, like players paying $2.64 in order to get $1, in order to avoid paying $2.63 for nothing.

I'm not sure about the correct labelling for this "emotional" game, but clearly it hooks into some other process than pure reason.

If such a mechanism, or better yet, a pair of such mechanisms, could be integrated into an actual game, rather than an excercise, it would be very intruiging.

clearclaw
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Emotions

Hedge-o-Matic wrote:
Players are presented with a $1.00 bill, and can bid as desired for it, starting at 1 penny, and continuing from there. The difference is that, while the high bidder pays their bid and gets the money, the second highest bidder pays and gets nothing at all.

For those interested, this is what is known as a "Dollar Auction" and was originally a thought toy and cocktail party game used to teach economic theory. Dollar auctions are an interesting game mechanic that several games use to good effect. For example Age of Steam's turn order auction is largely a dollar auction:

http://boardgamegeek.com/game/4098

Another collision of economic and game theory game that I find interesting is the delighfully vicious So long Sucker:

http://en.wikipedia.org/wiki/So_Long_Sucker
http://boardgamegeek.com/game/8304
http://boardgamegeek.com/file/17351/SoLongSucker.pdf

There are a few games which exploit this pattern, perhaps most notably Intrige:

http://boardgamegeek.com/game/265

While I'm riffing: For those messing about with abstract or German-style games, other problem concepts that you may find useful to dig into: free ride paradox, prisoner's dilemma, iterative prisoner's dilemma, pareto maximum and principle (and thus Nash equilibria), Edgeworth paradox.

Ska_baron
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Emotions

Cool topic Gamebot,

Axis & Allies - In a 5 player setting, as you start off there is hope as you have plans of conquest, which can lead to despair if things play out poorly. You feel camaraderie with the Russians (also probably sympathy as Germany beats em up) and British as you rush to bring American aid to bear. All these emotions, for me, are magnified by a sense of grandure since the scale is global and there is just enough detail to the scope of battle.

Ticket to Ride - As you pick up the last two trains you need to complete a big destination, you wonder if anyone'll take it before your next turn - Anxiety.

Betrayal at House on the Hill - Exploring rooms together trying to prepare for the upcoming horrors lead to camaraderie, aprehension, terror (muted, of course ;) ). Once the haunt is revealed you're still working together but many times you feel scared/paranoid because the traitor is making rolls and such without you knowing why...only that it can't be good for you...

All of those descriptions were really self indulgent, because obviously many of these emotions are shared by many different games. Team work games will (if they're good) always evoke feelings of sympathy if a friend falls in battle and playing against an opponent without 100% knowledge of just what they have/what they'll do will lead to tension and aprehension... Nonetheless, a useful way to think about game design I say! =)

SenorOcho
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Re: Emotions

Gamebot wrote:
Kill Doctor Lucky - When every player passes and leaves it up to you to stop the leader, you feel obligated.

Spite me, will you?

PASS.

klaivethesecond
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Emotions

The thief is among us - when you realise that your brother stole some money from the bank during a monopoly game.

OrlandoPat
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I have a slightly different take on this...

First, let me say that I'm *not* trying to hijack this thread. I think it's a cool topic also.

However, I'd like to add my own twist. I tend to think of game design as designing an experience for the players. For example, sitting down to a game of Axis and Allies is a very different experience than sitting down to a game of Risk. They both foster a lot of similar emotions, but the overall experience is significantly different.

I definitely design for player emotions, but only in the context of the overall experience of the game.

Having rambled all that, let me throw in another one: Illuminati. The range of emotions (excitement, anxiety, paranoia, anger, frustration) experienced during a good game of Illuminati can really leave you tapped out.

larienna
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Emotions

Rage and frustration is another one. My friend play a card game ( with regular cards ) called Mahoo ( Black Magic in japanese).

The rules are simple :

- You are not allowed to talk except when stated by the rules below, if you do so you must draw a card.

- You must draw a card if you forgot to say something when you had to.

- Each time you draw a card you must say `penalty card`. And yes you can draw a card for forgetting saying `penalty card. Which mean that you must now say `penalty card` twice.

- At your turn you must play a card. Sometime you need to invoke a rule. If you forget invoke a rule, you draw a card, if you invoked a wrong rule, you draw a card because you talked.

- If you say `order point` ( a bit hard to traduce ), everybody put his card face down and you can now talk freely.

There is basically 4 rules ( I don`t remember them ) They apply them selves according to the card played and the card on the top of the discard pile. Here are some example

The glasses are broken : Must be sait when playing a diamond card.

It is natural :Must be said when the top card from the discard pile divided by the card you play gives a natural number.

Chance : Invoke when playing a 7.

Now, when a player get rid of all his cards, he wins the round. He now adds a new rules of his own. He does not tell it to anybody. He will only invoke it when a player forget to invoke it. ( Ex : Draw a card because you forget to invoke the rule `I am superior` ). Now the other players must try to find in which situation must this rule be invoked to make sure they don`t draw anymore penalty cards.

I don`t play this game ... too much frustrating.

Epigone
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Emotions

Larienna wrote:
Rage and frustration is another one ... I don`t play this game ... too much frustrating.

I played a version of this game with a group of friends, and we came to the conclusion that a) it was frustrating, b) it was broken, and c) it had great amusement potential.

I think we fixed b) and alleviated a), though this type of game will never appeal to some people. Check out our version some time. One thing to remember is that the current dealer is like a very scaled down version of a GM... part of his responsibility is to make a rule that makes the game fun and challenging for the group. The best way to approach this game with a new group is to always make "easy" rules at first until you can gauge how good your group is at dealing with the unseen rules, and remember that however easy you think a rule is, it's actually 3x as hard.

Nestalawe
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Emotions

I played this constantly throughout my last game of college, usually with the same group of 4-5 of us and it was the most BRILLIANT game!!!

I have never been able to play it with anyone since :(

You really need a lot of regular sessions with this, which is tricky, as it is very 'light', so we played during all our free study sessions.

There are many variations, a useful site about it can be found here -

http://www.pagat.com/eights/mao.html

But it is a very hard game to get people into, as there are few people who do not want to talk during a game. But I personally get a big thrill from this game as there is a great satisfaction when you figure out a rule and can use it to good effect against other people who don't know it. Even when you are playing with experienced people you can never be sure that they know all the rules correctly.

But Larienna, I would urge you not to reveal the rules as you have done - though I must admit you play a slightly different version than I. Even websites about the game don't say what the rules are.

Whenever I 'try' to start a game, I follow the same explanation I was given when I learned the game -

1 - You are NEVER allowed to explain a rule.
2 - When you go out, you are allowed to create a new rule and come back in.

Man I so wish I could get people playing this again, so so satisfying, something that can be rare in gaming...

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