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Sentiquest: Bridging Emotions and Gameplay for Tactical Victory

Date

01/2023 - 03/2023

Category

Speculative Design, VR, Metaverse, Game Design, Unreal, Narrative Storytelling 

Designer

Tu Zhengyao

Introduction

In the realm of traditional gaming, we typically rely on external input devices or physical actions to control and immerse ourselves in virtual worlds. However, I propose a groundbreaking concept that seeks to redefine the gaming experience by using emotions as a form of input. This innovative idea will provide players with an entirely new gaming encounter, one that extends beyond finger dexterity or muscle reflexes and integrates emotions and emotional fluctuations at its core.

"Sentiquest: Bridging Emotions and Gameplay for Tactical Victory" is my bold attempt at the future of game design, aiming to offer players a deeper, more emotionally engaging gaming experience. The central idea of this game is that a player's emotional state will directly impact the game world and gameplay strategies, creating a novel form of interactive gaming.

Inspiration

Gaming has evolved rapidly in the past two decades, from Board Games to Cultural Games. What's next for gaming? With VR's popularity waning, are gaming devices and genres heading into a quieter phase?

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Game Carrier Evolution

I've observed a dramatic shift in the evolution of gaming platforms, from the field gaming equipment of the pre-1990 era to today's smartphones, with an increasing trend towards smart and virtual platforms. In the past, game carriers were often physical devices, but now virtual screen carriers such as VR appear in large numbers. I found that game carriers, to a large extent, keep up with the development of technology.

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Game Carrier Speculate

Consequently, I anticipate that in the not-so-distant future, gaming platforms will become even more virtual, breaking free from physical constraints. Metaverse, emotion detection, AI, and other virtual carriers are gradually taking the lead. A completely new gaming platform is on the horizon for players.

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Emotion Detection Technology

Based on my speculation about the future of emotion detection in gaming, I decided to further research the feasibility of emotion detection devices and how soon they might become lightweight and intelligent enough for players to use in-game emotion detection. I found that the development of emotion detection devices has been ongoing for half a century, and with advancements in AI and related technologies, they are becoming more lightweight and intelligent. Therefore, I believe that the development of emotion detection devices is achievable in the near future.

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Using emotions as input in gaming, beyond traditional way as output

Now, can players exhibit sufficient emotional fluctuations in games?

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Without noticeable emotional changes, emotion detection games would be challenging. I've discovered that modern games are already capable of inducing some emotional fluctuations in players. While the emotional fluctuations induced can vary among different player groups and game types, I have identified commonalities and patterns.I found that in contemporary games, players often experience optimistic emotional fluctuations after encountering challenging levels. This gives me confidence that emotion detection games can be successful. To enhance players' emotional expression within these games, I believe it's necessary to introduce unexpected events and random probabilities to guide their emotions.

Affect players' emotions through:

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   - Emotion Regulation and Relaxation

   - Emotional Expression

   - Emotion Regulation and Therapy

   - Social Interaction

   - Flow State

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In the tradition, we use emotion as output in the game. How might we use it as input in the game?

Sentiquest

Game Play

Imagine a world where you and your friends control holographic characters in intense battles on a virtual arena. In this game, you become a skilled combatant testing your strategic thinking and reflexes against others.

Players gather around a circular table with holographic characters floating at the center. The characters engage in battles on a virtual arena generated by the table. To win, players choose strategies from a puzzle board displayed in front of them, each corresponding to different moods like dodging or fierce attacks. Your mood, measured by an emotion detection device, affects strategy effectiveness.

For instance, feeling nervous makes dodging harder, while confidence boosts attack success. Characters battle, and their health depletes until one player remains, declared the winner. It's a thrilling mix of strategy, reflexes, and emotion, offering an immersive and challenging experience.

Flow

In order to express Sentiquest's process more clearly, I made a Flow to show it.

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Device

First, I developed a futuristic emotion detection device based on my understanding of emotion detection devices and knowledge of AI technology. I designed it to transmit data through electrodes, which is then analyzed by AI in the cloud to provide accurate emotion detection. Additionally, I utilized light-cured printing to create models for players to try on.

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Storyboard

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Scenario

In order to verify my idea, I made a high-fidelity 3D printed model to verify my idea. Below is a demonstration.

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Reflection

After finishing this speculative design, I suddenly remembered a novel "Laughable Loves" written by Milan Kundera that I had read. There is a sentence in it: "Even in the game there lurks a lack of freedom; even in a game is a trap for the players ." This made me reflect on what is the trap in my game. I'm also worried about the backlash if I play games with it.

What problems might these games introduce?

To capture emotions, we use bracelets and similar devices. But as these games go global, can we ensure our emotional safety? It's a tough question.

In the gaming world today, security concerns often revolve around finances and personal data, causing major societal and governmental issues. Detecting potential hackers is challenging due to limited access to game data.

As emotion-driven games become popular, more security issues will emerge. Current concerns could even escalate to threaten our safety, posing complex challenges for authorities and society.

Privacy is also at risk. If future games can expose our hidden feelings, will any privacy remain?

Will the emergence of Sentiquest bring backlash?

Does Sentiquest excessively depend on the player's emotional state for gameplay adjustments, thereby posing a potential risk of emotional manipulation? This inquiry gives rise to an ethical quandary concerning the judicious and ethical limits of employing emotional manipulation within the realm of entertainment.

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