Game Spark #34
Schadenfreude, pride, satisfaction, smug delight — does your game make players feel these emotions?
— By Richard Bai
Analysis:
Many games focus on “fun” as a vague objective. But memorable games are not just fun—they are emotion engines. The question is not simply “Is this enjoyable?” but “What exactly does the player feel, and when?”
This spark highlights four powerful emotional states that are often underutilized—but extremely effective.
1. Schadenfreude (pleasure in others’ failure)
This appears when:
- Enemies fail in a dramatic or exaggerated way
- Opponents make mistakes the player can exploit
- Physics or AI leads to unexpected, amusing outcomes
Example: In Fall Guys, watching other players fall right before the finish line creates a mix of tension and humor. It’s not just winning—it’s winning while others fail.
Design implication:
- Allow visible failure of others
- Add exaggeration and timing to amplify the moment
- Keep it playful, not cruel
2. Pride (earned self-recognition)
Pride comes from:
- Overcoming difficulty
- Executing something skillful
- Achieving a long-term goal
Example: Completing a difficult level in Celeste or defeating a boss in Dark Souls.
Design implication:
- Make challenges fair but demanding
- Let players recognize their own improvement
- Avoid over-rewarding trivial actions
3. Satisfaction (closure and completion)
Satisfaction is quieter but essential:
- Clearing a messy board
- Finishing a collection
- Solving a puzzle cleanly
Example: The final cascade in a match-3 level, or perfectly organizing items in Tetris.
Design implication:
- Provide clear “end states”
- Use visual and audio closure cues
- Avoid leaving actions unresolved
4. Smug delight (controlled superiority)
This is the feeling of:
“I knew it. I outplayed the system.”
It appears when:
- The player predicts correctly
- Outsmarts AI or mechanics
- Finds an optimal or clever solution
Example: Breaking a system in The Legend of Zelda: Tears of the Kingdom or discovering a powerful combo.
Design implication:
- Allow systems to be slightly exploitable
- Reward foresight and planning
- Don’t over-script every outcome
Why this matters
These emotions are specific, identifiable, and designable.
They create stronger memory than generic “fun.”
A well-designed game should not ask:
“Is this enjoyable?”
But:
“At this moment, is the player feeling exactly what I intended?”
One-liner takeaway:
Don’t design for fun. Design for specific emotions—and make players feel them on purpose.