Gameplay Mechanic a Month: Emotions as Actions
Month 8 - August 2013
In most games, players make or choose actions to take. For this mechanic, the player decides which emotion the non-player character should feel. This means that it becomes less clear how to successfully navigate your way through the story to reach the end.
Playable in the following game:
An artificial intelligence, called AI matchmaker (A.I.M.), that was built for an online dating website has fallen in love. However, A.I.M. has just been dumped and doesn't know how to feel any other emotions other than love. You must help A.I.M. get over their ex and return to standard operating functionality.
The game was created using Twine and is a text-based adventure game. The characters were intentionally made to be gender-inspecific.
The game begins with a letter from Jamie who talks about an AI called A.I.M. that has fallen in love.
You help A.I.M. get over Jamie by selecting which emotion A.I.M. should show next.
This month I received support and suggestions from: