Game Development Reference
In-Depth Information
In addition to varying intensity with changes in pace, we can also vary
the flavor of emotions. Psychologists call this aspect of emotion valence .
For example, fury, grief, and terror are all high in intensity, but their va-
lences are different. Satisfaction, relief, and depression are all low-intensity
emotions with different valences. We can even plot emotions on a graph by
valence and intensity:
We don't just have to limit ourselves to sending the player up and down
the graph as we change intensity. To keep the experience even fresher, a
game can generate experiences that send the player on a wending path to
every corner of their emotional spectrum, from joy to anger to depression
and relief.
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