
Moderate stress and its release are one of the elements that make games fun.
The type of stress users enjoy varies; some players prefer simple, low-difficulty (low-stress) games, while others thrive on challenging, high-difficulty (high-stress) experiences.
In-game stress is primarily generated through missions (such as stage clears or defeating enemies), which are designed with an appropriate difficulty level to create tension for the user.
Clearing these missions releases that built-up stress, and visual effects trigger upon release of this stress to convey a sense of accomplishment.

Crafting a Sense of Accomplishment
A common method for conveying accomplishment is to set up three missions per quest (such as clearing without anyone dying or using a special move). Completing all of them triggers an especially lavish visual effect.

This creates a feeling of having fully completed the quest, which in turn generates desire to clear all missions in other quests as well.
Making Distinctions
Accomplishment effects do not necessarily need to explain the situation with text; if a visual effect clearly communicates that an objective has been achieved, textual explanation becomes unnecessary.

Incorporating visual effects that indicate mission completion helps distinguish between active missions and their conclusion, allowing users to experience the lingering satisfaction of having released built-up stress.
Varying Effects Based on Stress Load


To balance the sense of accomplishment, keep visual effects subdued when stress levels are low and make them more elaborate when stress is high.
For example, use simple effects for quests that can be cleared automatically in normal playthroughs, while using lavish effects for missions with high psychological load (such as event loops) where completion takes a long time or involves difficulty. This approach effectively balances the release from stress.
Adjust Visual Effects Based on Stress Levels
In fast-paced fighting games where speed is always a priority, slowing down time at the end of a match (KO) creates a sense of release from intense combat and helps ease post-match tension.

In matches where the winner is unclear until after a summary screen appears, use visual effects to build suspense before revealing the result. This creates emotional pacing that enhances the sense of accomplishment.
For marathon-style events (repeating the same quest multiple times), some require players to continue for dozens of hours without sleep. For such psychologically demanding tasks, varying the elaborateness of visual effects based on achievement status (e.g., ranking 10,000th vs. 1st) proves more effective.
UI Effects Also Contribute to Fun
While UI effects are often deprioritized, they play a crucial role in entertainment-focused games.
This doesn’t mean simply making them flashy; instead, designers must understand when users feel joy or emotional shifts and incorporate appropriate effects. Designing these elements to align with the game’s world view can significantly enhance the overall experience.
However, ignoring the fundamental goal of aiding comprehension can cause unnecessary visual clutter in areas that don’t need attention or lead to excessive user-unwanted effects.
Remember that while we aim for maximum stress relief through visuals, we must avoid inadvertently increasing player frustration.
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