The meta-genre of branching story makes this so easy to do, and some of the time it is appropriate. But it can make an unrealistic and unpleasant experience for the player. I would rather deliver negative feedback with a resigned smile, especially when key pedagogical information has to be delivered. A lost client may say, "I like this bank, and it is convenient. But the other bank has this great program that I just can't resist."
Here are other places to use angry emotions.
- Use the negative emotion as a starting point for the avatar's arc, not an ending point. Have the character start mad at the world (not the player, i.e. "the elevator is broken again on the hottest day of the year"), and then go from there. This can make for an interesting context.
|Negative emotions can be great input into a decision.|
- Use negative emotions as a result of the player going down a rat hole, making deliberately fun and terrible choices, and in other situations where the player feels as if they are in control. Tap everyone's inner six year and delight at driving the teacher crazy.
- In some cases, have the anger of the avatar be something to which the player has to resist. There may be an easy option to make the avatar less mad, but the right one is to the right thing regardless.