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Thoughts on Game Design and Emotional Needs


1. Game become popular, because they meets people's various desires or emotional needs. People who lack social activities tend to play MMO. Guys who want relief play leisure game. Players who like killing and shooting will enjoy shooting and slashing in games.

2. Of course, plenty of players play games to find their own identity and prove their ability to be excellent in some way through the feedback of the game mechanism. In some ways, it is the same as super scholars' love learning and excellent employees' love for work.

3. In RPG, players can put their emotions into roles. This feature will be more prominent, so when designing RPG you should be particularly clear about what kind of players are playing your game, what kind of needs to meet, in what kind of form to fulfill the needs. Don't forget this.

4. Supporting characters who have distinctive personality will be very popular in most cases. This is the simplest way to make them like a real person and increase the sense of substitution. But it is not wise to make the protagonist too distinctive which will not be necessarily pleased. Because players who are very different in personality will lose the sense of substitution.

5. In many cases, negative feedback is very important. Negative feedback is better than no feedback. Of course, no feedback is also a kind of feedback. I know a lot of the use of no feedback as a feedback mechanism in Nintendo games, and I do not think that most game designers can control this mechanism of using no feedback as a feedback.

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