David Freeman: Creating Emotions in Games / The Craft and Art of Emotioneering

January 29, 2008 at 6:14 pm (Books) (, )

David Freeman developed a series of techniques that concerns writing issues; it is called “Emotioneering” ™ and has the goal of moving “the player through an interlocking sequence of emotional experiences”. He points out that it is much harder to lead such a path in games than in film, since the former has exact timing for circumstances whereas games use “multi-linear (multi-path) elements and structures” plus the timing among player is likely to vary. This clockwork feature as a main difference between the two arts has also been mentioned by Bizzocchi who specifies that the narrative arc (sequence of setup, complication, development, resolution, and denouement) can not be tightly controlled due to interaction, although some resort could be done by micro-narratives (or micro-questions in erotetic gameplay, Perron would say).

Having to mention other authors to get a better frame is not by chance. Although Freeman’s book addresses emotions, there is no a clear definition of emotion, he just rests on the common sense of what emotions are, and presents his battalion of writing techniques.


Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s

%d bloggers like this: