Thursday, 11 January 2018

The Emotional Core of Geese

I'm currently in the regretful habit of 'doing requests' for blog content. I asked my good friend Judy for a suggestion in good faith. I've known Judy for years. We have a good strong friendship that will last until the end of time. I trusted that she would offer me a suggestion in the true spirit of jolly cooperation.

Judy's suggestion for a blog topic?

"Geese"

Here's a picture of Judy. Think of her face as you judge her.

"Geeeeeeeeeeeese"

Rather than let her revise her decision, I've spent weeks researching a good angle for a game design blog post which centres around the theme of "Geese". I finally found something that spoke to me on a profound level.

The Emotional Core of Geese.

Or more specifically, the emotional core of a single goose.

Before we can get to The Emotional Core of Geese, we first need to talk briefly about emotional design. Real briefly.

Emotional Design is a bit of a semantic rabbit hole, and it's easy to get lost in it. Be my guest. However, the commuters and busy people like me are going to keep reading, ta.

I don't know what this is.

In a nutshell, Emotional Design is a type of design approach which tries to specify a certain target set of emotions, and work backwards from there to elicit those emotions.

Amazon might start with 'The material world is at my fingertips' and attempt to work backwards from there.

Coca-Cola might start with 'I am drinking the most authentic cola there is'.

The Sega Genesis might start with 'I am not playing a kiddy console like those Nintendo nitwits' and try and build a brand out of that.  

Here's a few examples from games themselves. Try and think of the right hand side of these three equations as a crude statement of the Emotional Core of the game.

Candy Crush Saga === "I want to make progress without having to think too much"

The Witcher === "I am Geralt of Rivia, the Batman of Magic Poland"

Agricola === "I want to feel the harsh reality of being a peasant farmer"

You get the idea.

Once you've stated the Emotional Core of the game, it is then incumbent on the designer to deliver on that Emotional Core by creating experiences which elicit the desired emotion as much as possible.

If Candy Crush ever gives the player too much cognitive load, it fails because you're making the player think too much.

If you want to feel like Geralt, the game has to make you feel like a freelance monster hunter that uses potions, debate, and sexual prowess to get what he wants. Just like the books!

In Agricola you have to plan, scheme, and feel worried that you won't have a sufficiently good harvest to feed your family without begging. If you don't feel like a desperately poor farmer, the game doesn't satisfy the Emotional Core.
That's more like it!

If the Emotional Core is not delivered, you might end up with a perfectly functional game. You might even end up with a really fun game! It just won't be the game you designed for emotionally.

Okay... now let's relate this to the Untitled Goose Game by studio House House

Watch this trailer. -- It's got a goose in it!

Think about what you have seen... does it make you feel any... *sunglasses* ... EMOTIONS??

I assert that the Untitled Goose Game is trying to deliver on...

The Emotional Core of Geese

Or more specifically, the emotional core of a single goose.

So what is the Emotional Core that House House are going for?

Here it is: "There is a goose, and the goose is you"

So how do you elicit the emotions associated with being a goose?

Well first off, you need to get the basics right.

The basics are "If it looks like a goose, and sounds like a goose, and waddles like a goose..."

Here is a goose

House House deliver on this in their trailer. The goose appears gooselike when still, whilst in motion, and in the way it sounds. That's a goose to the senses.

That delivers on the 'There is a goose' part of the Emotional Core

But what of the 'the goose is you' part?

Well that's where the mechanics and goals come in.

The idealised comedy goose is at least these two things:
  • Anarchic
  • Obnoxious
And the trailer allows you to realise to inhabit these elements of goosedom.

Imagine you as goose.

You as goose obeys no master, you as goose can do act without the social consequences that man must. You are goose in the way that you wish to be as goose.

You're a terrible piece of shit as goose. You grab the sandwich and throw it in the lake. You ruin crops and confound the landowning class with your lack of respect for their hegemony. You as goose are a radical element and by your very being offend and frustrate the harmony. The joker in the gaggle. 

Perhaps a weakness of the Untitled Goose Game is that it has a checklist of goals. I find these to be more suggestion than requirement. I don't know how you are as goose, but I as goose respects no man, even the man telling me to respect no man. 

I will steal lunches on my terms when it suits me as goose, and so it should be. For the goose knows no master but itself.

*and scene*

Phew...

Well I hope that was enlightening in some way. I guess I could provoke you all with the following exercise.

Go study a very popular piece of media that you know in your heart that you despise.

Something that clearly isn't for you. 

For me it is the TV show Mrs. Brown's Boys (Too much has been said about that show already) and the X-COM strategy game series (It feels too much like my day job) 

Go check it out and ask yourselves... 

"What Emotional Core is this production delivering on to achieve its undeserved popularity?"

And with that question I bid you adieu.

*HONK*

---

NB: X-Com is a well designed game. It's just not designed for me.
NBB: Just because something wasn't made for you, it does not mean that is was not well designed.

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