This is the final installment of our survey of board game “Player Experience” or “PX”. Definitely pop back and give the previous chapters a read, we’ll be tying them all together here!
Feelings is a pretty tough subject (as it turns out), and I found myself quite a bit out of my depth. So I’ve roped in my friend Dr. Elliott Hedman to help us cross the finish line. Elliott is the founder and Chief Experience Designer for mPath, where he helps organizations understand and optimize their emotional experiences. Enjoy!
Games can illicit a full range of feelings in players — joy, challenge, competition, sadness, defeat, and on and on, just as with other entertainment media: movies, television shows, video games, immersive theater …a new thing I’m totally psyched on right now; More on that topic in another post.
Previously in the PX series, I’ve suggested that immersion creates a feeling of being in the situation presented by the board, rules, and situation. Given that our emotional state can color any situation we find ourselves in (think how a person can say the same exact thing to you on separate occasions — if they catch you in a good mood, you may take it in a positive light, but in a bad mood, you might take those same words as antagonistic), let’s take the abstraction of feelings and immersion one level higher, and look at how a board game experience can influence emotions, and then in turn, those emotions can influence that experience, creating a feedback cycle.
Jack Sparrow just invaded Yggdrasil during a game of Bloodrage.
Elliott describes emotions as preparation for action, or anticipation. This drives players as they live out the moments of the game; do they want to take a crazy risk just for the chance of a big payoff on an unlikely die roll, like an adrenaline junkie; do they want to ‘take on the world’ of the other players either by taking the solo role during Fury of Dracula or Scotland Yard, or simply by antagonizing every player until you’ve got a big target on your back; do they put on an air of braggadocio and shit-talking, only to anxiously stop as they are within striking distance of victory, and fear their poker face won’t hide it? Consider the following situational anecdotes from a few games through that lens: Continue reading