EGDS

P-Self Explained Sentences

EGDS (Emotional Game Design System) 是我受 陈星汉 Jenova Chen 启发,尝试构建的情感化游戏设计体系。

EGDS 的底层信念是:玩家的每一种感受都有其来源,这些来源可被追溯、分析和拆解;一旦被厘清、被命名,就可以成为设计师构建情绪体验的工具。

在电影工业中,如何系统性地影响观众情绪已经有相对成熟的方法论;而在游戏领域,据我所知类似的体系仍相对缺乏。EGDS 便是我基于人类共有的情绪体验和审美共识,尝试整理出的一套“情绪体验 - 主观感受 & 客观原因 - 设计杠杆”的映射关系,期望能为我自己,以及其他设计师,在创造情感驱动的游戏体验时提供一些可复用的参考与灵感。

EGDS (Emotional Game Design System) is a game design framework I am developing, inspired by the work of Jenova Chen.

The core belief behind EGDS is simple: every feeling a player has is explainable. The reasons behind those feelings can be traced, analyzed, and named — and once they are named, they can be deliberately designed, combined, and reused as tools for crafting emotional game experiences.

In film, there are relatively mature methodologies for shaping the audience’s emotions. In games, however, I feel such systematic emotional frameworks are still rare. EGDS is my attempt to map "emotional experiences - subjective feelings & objective reasons - design levers" based on shared human experiences, in the hope that it can support both my own work and other designers who care about meaningful, emotion-driven play.

当前版本的 EGDS:

EGDS 的构建过程