Precision of Emotion by Ngoc

1. Shifting Ideas of “Fun”

  • Old idea: “Fun is learning” — Raph Koster’s view.

  • Reality check: There’s a divergence between what designers/educators and players (especially kids) think.

    • Example: Sim City

      • Educators: “It’s fun and educational!”

      • Kids: “It’s fun, but we’re not learning.”

  • Takeaway: “Fun = learning” is a starting point, not the full story.

2. Fun as a Process (Not a Single Emotion)

  • Fun isn’t one emotion — it’s an emergent state created by multiple emotions.

  • Think of fun as a process or emotional sequence, not a static feeling.

3. The “SOPHIA” Lens

  • Definition: SOPHIA = the cognitive process of turning fear → happiness → through surprise.

    • “The game-learn emotion.”

  • Example: Learning about the microbiome.

    • Initial reaction: “Gross!”

    • Then: “Wait — they’re essential to our survival!”
      → Fear → surprise → happiness → understanding.

  • SOPHIA captures that emotional arc of discovery.

4. Meaningful Games

  • Meaningful games connect to the real world and give players a sense of mastery over chaos.

    • They bridge the game model and the world model.

  • Not meaningful: Candy Crush (closed system, no external connection).

  • Meaningful example: Journey, Papers Please (the “complicity” genre — you feel mastery, then moral tension).
    → “Oh no… what have I done?” moments.

Key idea: “Meaningful” ≠ “good.” It’s about effect on the player.

5. Mechanics and Emotion

  • Mechanics form the heart of a game — they unify the core emotion.

  • Every genre carries at least some SOPHIA.

    • SOPHIA = the engine that drives the emotional process.

  • When designing, ask:

    • What emotion progression do I want players to go through?

    • e.g., “This is confusing → I’m figuring it out → I feel clever and strong.”

6. Learning Games & Emotional Balance

  • A good learning game lets the player do something new after playing.

  • But many fail because they lack emotional progression.

  • To balance learning and fun, we need to clarify why the learning matters.

    • Why should a player care more about Pascal’s Triangle than slaying a dragon?

7. Using SOPHIA as a Design Lens

  • SOPHIA helps analyze emotional flow in games — similar to studying ludonarrative dissonance.

  • Check for:

    • Core emotion misalignment (what players feel ≠ what you intended)

    •  Too little surprise before satisfaction

    • Fear or tension not clearly illuminated (leads to flat emotional arcs)

8. Q&A / Design Takeaways

  • After players gain insight, what do they still crave?

  • The choices they make keep experiences interesting.

  • Create an emotion profile for your game → test how it feels → swap out the “gears” if needed.
    → Leads to new emotions, new engagement, deeper meaning.

About the author

Sophomore studying CS!

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