A Quote by Jane McGonigal

Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience? — © Jane McGonigal
Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
Creators understand that their emotions are not necessarily a sign of the circumstances. They understand that in desperate circumstances they may experience joy, and in jubilant circumstances they may feel regret. They know that any emotion will change. But because emotions are not the centerpiece of their lives, they do not pander to them. They create what they create, not in reaction to their emotions but independent of them. On days filled with the depths of despair, they can create. On days filled with the heights of joy, they can create.
Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.
The impulse for me to want to make sculpture is because I want to make statements, really, on a purely emotional level. And it's also somewhat of a challenge to see how that can be done with materials and objects that really are not emotional, in and of themselves.
Essentially what's going to determine how you succeed in New York is how people feel about the space, how delicious the food is, how they perceive the value and, most important of all, how they feel treated. My understanding is Stephen Starr is exceptionally good at all of this and his ability to create a transporting experience.
Being true to yourself involves showing and sharing emotion. The spirit that motivates most great storytellers is 'I want you to feel what I feel,' and the effective narrative is designed to make this happen. That's how the information is bound to the experience and rendered unforgettable.
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that we want gamers to try every single one of them. I think it's just fine if gamers enjoy the aspects of the game they like. It's kind of a buffet-style approach.
So take a new approach as to how you feel emotions. It's not about the right emotion or the wrong emotion; it's about honoring the way that you're feeling. We tend to think that being sensitive is a weakness, but it really gives us an ability to be compassionate and to appreciate so many things in the world.
I wanted to make mini features. And there was a wonderful creative freedom; not necessarily copying the lyrics, but just trying to create emotion. Like the songs, you know? Just like how the song creates an emotion, I wanted the video to create an emotion.
Film has always been a really good tool for me to communicate emotion about why I create a collection. I'm probably one of the first designers to make short films.
My faith is certainly not as stable or constant as I’d like it to be. I’m a highly emotional person and sometimes allow my emotions to affect how I feel about God or how I trust him.
How do I control my emotions? How do I stop getting angry so often, or how do I stop being sad? And I think there's a really important distinction to understand is that you can't completely control your emotions. What you control is your reaction to your own emotions. And a lot of people don't ever make that separation for what goes on with them.
When I think about how badly I wanted to be a player, and how obsessed I was with the game, I think that, for a long time in British tennis, that's been a big question mark with the kids, how much they want it.
What I am most proud of with the book On to the Next Dream is how I turned an intensely emotional experience into art. Anyone can run up to a rooftop, tear off their clothes, and scream about how screwed up the world is. But for the people down below, all they see is a person losing their mind. I wanted to make something that channeled that emotion in a way that elicited an empathetic response from the reader. So that after you read this book, you would want to run up to the rooftop and scream about how screwed up the world is.
With fiction, I've grown to really love the challenge of lying, the challenge of telling a good tale that isn't truthful, and working with performers is endlessly fascinating. You know, learning what a good performance is, how to get a good performance, how much or how little you need to create emotion or to create character.
Gamers co-author the games they play by the choices they make and how they choose to solve problems, since what they do can affect the course and sometimes the outcome of the game.
I'm obsessed with the customer. I am the customer. I really don't think you can go wrong if you don't take your eye off of that. Serving the customer. How does she feel? I feel like the fashion industry has cared a lot about how we look but not about how we feel.
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