CRE342 · Week 11
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 11

Emotion, humour
& the last laugh

Designing for feeling: emotional beats, why things are funny, and comic timing in games

BSc (Hons) Game Design & Development

Think · 30 seconds

When did a game last make you laugh out loud?

Was the joke written… or did it just happen?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Design for a target emotion

by designing its trigger, through mechanics as well as story.

02

Explain why something is funny

using incongruity, superiority, relief and benign violation.

03

Choose a form of humour

scripted or systemic, and deliver it with set-up, timing and payoff.

04

Check fit and test it

for audience, age and culture, then by watching real reactions.

The route

Six stops

01

Emotion by design

Triggers, core emotions, arousal, mechanics

02

Why things are funny

Four theories, and a vote

03

Forms of game humour

Scripted, systemic, physical, clever, satirical

04

Audience & timing

Who it's for, and when it lands

05

One beat, one laugh

Add a humour beat, test it on another group

06

Wrap-up

The module on one slide

Recap · emotion so far

You've designed for feelings all term

Week 1

Lazzaro's four keys: hard, easy, serious and people fun. Emotions are what players remember.

Week 2

In MDA, aesthetics are the player's emotional responses. Designers reach them only through mechanics.

Week 4

Thematic coherence: cheerful music in a horror scene breaks the spell. Tone is designed.

Today

Lazzaro put amusement under people fun. Today it gets the whole lecture: how to design a laugh, deliberately, and how to know it worked.

01

Emotion
by design

You can't hand a player a feeling. You can design what triggers it.

The game experience

Systems, experiences, emotions

A game

is a system for creating experiences, based on player choices.

An experience

is a way of perceiving reality: direct, sensual, and built up through practice.

An emotion

is intense but short: a transient physiological reaction to a trigger.

So the designer's material is the trigger: the moment, the rule, the sound, the timing. The emotion happens in the player, or it doesn't.

GDnD wiki · Emotion in Game Design
Ekman · the Atlas of Emotions

Five core emotions, five design jobs

Joy

Triumph, delight, relief, amusement.

Celeste's summit · fiero

Anger

Unfairness, rivals, a cheap death. Motivating, or a reason to quit.

Shadow of Mordor nemeses

Fear

Threat, scarcity, the unknown, the dark.

Amnesia · Alien: Isolation

Sadness

Loss of something you cared for, or spent time with.

Lee in The Walking Dead

Disgust

Rot, bodies, betrayal. Often paired with fear.

A Plague Tale's rats

Each one is a tool. Humour lives on the joy side, but it often works by touching the others.

GDnD wiki · Fiero
Yerkes & Dodson (1908)

Arousal has a sweet spot

Too little: bored. Too much: panic, and performance collapses. Players do best, and enjoy most, in between.

A laugh is a release valve. After a tense stretch, it brings arousal back down so the next peak can land.

AROUSAL → PERFORMANCE · ENJOYMENT bored engaged panic a laugh
GDnD wiki · Neurochemical Engagement
Mechanics, not just cutscenes

Making the player feel it with their hands

GameThe mechanicThe feeling
Brothers: A Tale of Two SonsOne stick per brother, all game. Near the end you must use the lost brother's stick to go on.Grief, felt in your thumb
Papers, PleaseRules you must enforce, and too little money to feed your familyGuilt and complicity
Shadow of the ColossusHuge, slow, often peaceful creatures; victory music that sounds like mourningDoubt about winning
JourneyA stranger you can only chirp at, who can help you flyCompanionship without words

The strongest emotions come from what you did, not what you watched.

Pairs · 90 seconds · draw, then design

Make me feel…

Emotion?Click Draw
In a…? 

One sentence: which mechanic triggers it, and when. No cutscenes allowed.

1:30
02

Why things
are funny

Four theories. None explains every joke; each explains some.

The role of humour in games

What a laugh does for a game

01

Reduces tension

A breather during challenging play, so frustration doesn't win.

02

Lightens serious stories

Contrast that makes the dark parts darker and the characters human.

03

Brings people together

Shared laughter: the stories players retell to friends.

04

Makes it memorable

Emotional resonance means stronger attachment to the game.

Humour is a design tool with jobs, not decoration. Ask what job each joke is doing.

GDnD wiki · Humour in Game Design
Theory 1 · incongruity

Expectation, then mismatch

Humour arises from a gap between what you expect and what you get: a surprise, then a cognitive shift that makes sense of it.

In games

Portal: serious science, impossible rooms, and an AI who reads out absurd safety notices in a calm, helpful voice.

Suls (1972): two stages

1 · Surprise: the ending doesn't fit what came before.

2 · Resolution: you find the rule that makes it fit.

No surprise: not funny. No resolution: just confusing.

GDnD wiki · Surprise
Theory 2 · superiority

Laughing at someone's misfortune

Humour from feeling better off than someone else, often when we watch their mistakes. Hobbes called it "sudden glory".

In games

Goat Simulator: you are the chaos. Clumsy, over-the-top destruction, and a world too absurd to take seriously.

Where it shows up

Ragdolls, enemy blunders, a friend's fall in co-op, the Fall Guys pile-up.

The risk

Aim it at a real group of people and it becomes punching down. Aim it at goats, guards and yourself.

Theory 3 · relief

Letting the pressure out

Humour releases pent-up tension and gives a safe outlet for forbidden thoughts or actions (Spencer, 1860; Freud, 1905).

In games

Job Simulator: the dull office job, but you can throw the stapler at your boss and make an absurd sandwich.

Two kinds of pressure

Tension built by the game: a quip after the boss. Rules from real life: break them where nothing breaks.

Hades

Every death gets a new line from the characters back home. Failure becomes a small reward.

Theory 4 · benign violation · McGraw & Warren (2010)

Wrong, but harmless

Something seems wrong (a violation) and safe (benign) at the same time. It combines incongruity and relief.

In games

Untitled Goose Game: you break every social norm in a tidy English village, and nobody is really hurt.

Violation Benign offensive,upsetting boring,nothing funny
Class vote · funny, or not? Then click to reveal

Which theory, and does it land?

01

Your character dies in a hard platformer. The death animation is a tiny, dignified bow.

Funny · incongruity + reliefA grand gesture where you expect failure, at the moment tension peaks. Cheap failure keeps it benign.

02

An NPC from a real country speaks only in an exaggerated accent, and is the butt of every joke.

Not funny · superiority aimed at real peopleA violation that isn't benign for the players it targets. Punching down.

03

You can pick up the shopkeeper's radio and drop it in the canal. He keeps searching for it, muttering.

Funny · benign violationA norm broken, nobody hurt, and the NPC's reaction is the payoff (Untitled Goose Game territory).

04

A guard says the same joke every time you walk past. All 40 times.

Funny once · incongruity wears outThe surprise is gone by the third time. Vary it, or let it become a callback on purpose.

05

A horror game's monster slips on a banana peel during the first chase.

Depends · toneRelief, but it kills the fear the game spent an hour building. Funny in a parody; a break in a horror game.

06

Two players carry a sofa up stairs with wobbly physics controls. Both fall down the stairs, with the sofa.

Funny · superiority + sharedEach laughs at the other, and at themselves. Systemic, so it's never quite the same twice.

Hands up: funny, not funny, depends. Then click the card.
03

Forms of
game humour

Diversity of expression: six kinds of funny

Diversity of expression

Six forms, six games

Witty dialogue

Wordplay, sarcasm, a self-aware narrator.

The Stanley Parable

Situational

Absurd events and unexpected outcomes in the world.

Portal

Slapstick & physical

Exaggerated movement, clumsy physics, falling over.

Human: Fall Flat

Cultural satire

Parody that critiques society, consumers, politics.

Grand Theft Auto V

Absurdist

Nonsense, played completely straight.

Katamari Damacy

Dark

Taboo or morbid themes, to provoke or challenge.

South Park: The Stick of Truth

Who writes the joke?

Scripted humour and systemic humour

Scripted · the designer wrote it

Dialogue, cutscenes, item descriptions, a narrator.

  • Timing you control
  • Reliable, polished
  • Wears out on replay

Monkey Island's insult sword fighting: the joke is the combat system.

Systemic · it came out of play

Physics, AI reactions, rules colliding, other players.

  • The player is the comedian
  • Never quite the same twice
  • You can't guarantee it

Untitled Goose Game has a dedicated honk button.

The best comic games design the toys and let players tell the joke.

GDnD wiki · Emergent Design
Physiological factors · humour in the body

Bad controls, on purpose

2014

Octodad

An octopus pretending to be a dad. Every tentacle is a separate problem.

2016

Human: Fall Flat

Floppy arms, one per trigger. Climbing is a negotiation.

2015

I Am Bread

A slice of bread trying to become toast, one corner at a time.

2008

QWOP

Four keys, two thighs, two calves. Running is impossible.

These break Week 4's mapping deliberately, but keep feedback clear and failure cheap. That keeps the violation benign.

GDnD wiki · Game Feel
Cognitive processes · emotional state and personality

Jokes you have to work out

Monkey Island

Wordplay, irony and puzzle logic. The rubber chicken with a pulley in the middle.

Baba Is You

The rules are words you push around. Change WALL IS STOP and the punchline is a rule.

The Stanley Parable

The narrator reacts to your choices, and to you refusing them. The joke adapts to the player.

Clever humour rewards the player for getting it: a small fiero, and the theory is incongruity's second stage.

Social & cultural factors · case study

Satire: GTA V's Los Santos

Social media

Lifeinvader

A Facebook parody about invasive tech and corporate greed.

Corporate America

Cluckin' Bell

And Burger Shot: fast food with absurd slogans.

Politics

Jock Cranley

A stuntman turned politician: sensationalism, caricatured.

Radio

Blaine County Radio

Talk radio poking fun at rural conservative ideology.

Satire only works if the player shares the reference. It's the hardest humour to localise.

04

Audience
& timing

Who it's for, and when it lands

Appealing to varied demographics and cultures

Who is the joke for?

Culture

Cultural sensitivity

References and puns rarely travel. Localisers often rewrite jokes entirely.

Age

Age appropriateness

Younger players: slapstick and simple wordplay. Older: satire and irony.

Personality

Preferences & mood

Quiet, wry humour or loud, chaotic, multiplayer comedy.

Inclusivity

No one left out

Avoid insider jokes and divisive targets. The goose annoys everyone equally.

Punch up, not down. Aim at the powerful, the absurd, the player character, or yourself.

GDnD wiki · Player-Centric Design
Comic timing when the player holds the controller

Set-up, beat, payoff

SET-UP build the expectation THE BEAT a pause to anticipate PAYOFF break it, and make it make sense The problem: in a game, the player decides when they arrive

Trigger on arrival

Fire the payoff when the player looks or reaches, not on a timer.

Hold the camera

A second of lost control frames the punchline. Use it sparingly.

Rule of three

Twice to set a pattern, the third time to break it.

Vary repeats

A line pool, not one line. Or make the repeat a callback.

GDnD wiki · Rhythm of Play
Where to put the laugh

Failure, valleys and tone

After failure

Make dying funny or rewarding, not just costly. Hades' characters comment on how you died.

In the valleys

Jokes after a peak, not during it. A quip after the boss; silence in the chase.

Within the tone

Humour that serves the theme (Undertale, Portal) deepens it. Humour against it breaks it (Week 4).

Undertale makes you laugh for hours, so the moments it stops joking hit harder. Humour and sadness share a stage.

GDnD wiki · Character Design
Pairs · 2 minutes

Fix the guard who tells the same joke 40 times.

Vary it

What's in the line pool? What conditions pick a line?

Time it

When should the guard speak, and when stay quiet?

Pay it off

Can the 40th time become a joke of its own?

2:00
05

One beat,
one laugh

Add a humour beat to a game you've designed. Then test it on real people.

Groups of 3–4 · the brief

Design one humour beat

Start from something you made
  • Your Week 3 reward system, or
  • Your Week 4 concept, or
  • Any mechanic from this term's tasks

No game to hand? Use The Last Lighthouse.

Your beat must name
  • The job it does (relief, contrast, social, memory)
  • The theory and the form
  • Trigger, set-up, beat, payoff
  • Who it's for, and who it could hurt

Then perform it for another group, without explaining it first, and count what happens.

From the task sheet

Five steps, about 50 minutes

StepTimeDoRecord on the sheet
1 · Choose5 minPick the game and the moment that needs a laugh: after a failure, in a valley, at a revealThe moment, and the job the laugh does
2 · Design15 minTheory, form, trigger, set-up, beat, payoff. Scripted or systemic?The beat as a short storyboard (4 boxes)
3 · Check5 minBenign? Within the tone? Who could it hurt? Does it survive a repeat?Audience and risk notes
4 · Test15 minPerform it for another group, cold. Swap. Count their reactionsLaugh · smile · groan · nothing
5 · Revise10 minChange one thing: timing, target, form or theoryWhat you changed, and why
GDnD wiki · Playtesting
Worked example · The Last Lighthouse (Week 4)

The Admiral: a gull, three times

MomentAct II, straight after the tense reveal that the old keeper is alive. The player is trying to relight the lamp.
JobRelief: bring arousal down before the storm-night climax.
Theory · formIncongruity (rule of three) and benign violation · situational, then slapstick
Beat1 A gull lands and steals the matches; squawk. 2 It does it again, and stares. 3 It drops a lit match into the lamp, which roars into life. Camera holds 1.5 s on the gull.
AudienceAll ages, no words, no cultural reference. The target is a bird, and the player's dignity.
RiskUndercuts the reveal? Placed after it, never during. Repeats? It happens once per playthrough.
Step 4 · test it cold · count, don't ask

What did their faces do?

Laugh
0 Smile
0 Groan
0 Nothing
0
A groan can be a win: it means they got it.
Show and tell · 1 minute per group

Before → after

1 · The beat

Perform it, as it is now.

2 · The count

What happened the first time, cold.

3 · The change

One thing you changed, and why it worked (or didn't).

Everyone else: name the theory you think it uses.

1:00
Take away

Five things to remember

Design the trigger, not the feeling. The strongest emotions come from what the player did.

Four theories: incongruity, superiority, relief, benign violation. Name the one you're using.

Scripted jokes are reliable; systemic ones are replayable. Give players toys.

Know your audience, punch up, and fit the tone.

Set-up, beat, payoff, and test it cold. Count faces, don't ask opinions.

The module in one slide

From players to feelings

Week 1Players: how they think, who plays, why
Week 2Flow and immersion
Week 3Rewards, feedback, ethics
Week 4Stories, worlds, interaction
Week 5Player-centric and UI design
Week 6Game atoms, feel, emergence
Week 7Simulation, testing, playtesting
Week 8Game analytics
Weeks 9–10Case studies: Geometry Wars, Mutant Storm
Week 11Emotion and humour
The threadMechanics are how designers reach players' feelings. Test with real people.
Exit ticket

“Our beat got … laughs. Next time we'd change …, because ….”

One sentence each, before you leave.

References

Ekman, P. (1992) 'An argument for basic emotions', Cognition and Emotion, 6(3–4), pp. 169–200.

Ekman, P. and Ekman, E. (2016) Atlas of Emotions. Available at: https://atlasofemotions.org.

Freud, S. (1905) Jokes and Their Relation to the Unconscious. Translated by J. Strachey (1960). London: Routledge & Kegan Paul.

Hobbes, T. (1651) Leviathan. London: Andrew Crooke.

Lazzaro, N. (2004) 'Why we play games: four keys to more emotion without story'. XEODesign.

McGraw, A. P. and Warren, C. (2010) 'Benign violations: making immoral behavior funny', Psychological Science, 21(8), pp. 1141–1149.

Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann.

Spencer, H. (1860) 'The physiology of laughter', Macmillan's Magazine, 1, pp. 395–402.

Suls, J. M. (1972) 'A two-stage model for the appreciation of jokes and cartoons: an information-processing analysis', in Goldstein, J. H. and McGhee, P. E. (eds) The Psychology of Humor. New York: Academic Press, pp. 81–100.

Yerkes, R. M. and Dodson, J. D. (1908) 'The relation of strength of stimulus to rapidity of habit-formation', Journal of Comparative Neurology and Psychology, 18(5), pp. 459–482.

Further reading on the GDnD wiki

Humour in Game Design

Player Psychology: a synthesis of frameworks

Neurochemical Engagement (the arousal curve)

Surprise · Fiero · Rhythm of Play

Emergent Design · Game Feel

Character Design for Games · Player-Centric Design

Interest Curves · Playtesting

Emotion in Game Design

Lazzaro's Four Keys to Fun