Using an Emote Command
in some games (especially MMORPGs
) will trigger Emote Animations. Sometimes, these are also used as Idle Animations
, or recycled by the devteam for cutscenes
- Second Life, since all of the content is user-made, has literally thousands of emote animations and gestures.
- In World of Warcraft, the slash command "/dance" triggers a different dancing animation depending on the race and gender of your character. For example, male dwarfs will perform a "Cossack" dance, while female dwarfs will perform some Riverdance-esque Irish step-dancing. There are other animations as well. /rude, /train /roar, being a few examples.
- City of Heroes has over two hundred of these, including five different "/dance"s, a half-dozen variations on "/sit", eating, drinking, beating someone with a baseball bat, turning someone into a pumpkin, being turned into a pumpkin by someone, plotting evilly, and inviting someone to kiss your butt. Furthermore, new ones seem to be added with every major release of the game.
- The Lord of the Rings Online also includes over a hundred of animations with new ones being added frequently. Several dozens are the basic ones, rest are unlockable through gameplay. Many quests require you to perform certain animations to progress. Also, there are at least twelve different emotes for various dances alone.
- The Matrix Online includes several selectable dances which differ based on gender as well as a collection of interactive emotes. Players can either accept the emote or decline it, such as /kiss, /propose, /manhug, and /dap.
- Guild Wars also includes several, with dance (based on character profession) included. Also notable are /flute and /guitar ("Rostafan plays a mean air guitar.")
- Bored Everquest players proved that it's possible to make any character dance the macarena with stock emotes.
- While many multiplayer shooters have emotes (mostly victory gloats), the cult of multiplayer saber fighting in the later Dark Forces Saga games caused the developers to eventually add thirty different default emote animations.
- The child-targeted animation program 3D Movie Maker has various over-acted emotes for each character model (sit, talk, walk, etc). Thankfully for the movie makers, there's an option to pause the animations at a given frame, leading to entire movies where all character motions are built out of various mix-and-matched frames of other animations.
- Asheron's Call 2 has, amongst its more generic emotes, the "gokart" emote, which would cause a player to remain in a sitting position while moving.
- Final Fantasy XI actually has made multiple updates to its emotes. An early patch after the initial US release (later known as the "sitting nerf") changed the /sit emote for female characters so their legs weren't spread quite so wide. More recently the various dancing animations used for the Dancer job class were added as new /dance emotes.
- Puppeteers' animations will perform emotes along with their masters.
- Final Fantasy XIV has various animations that vary slightly depending on the Player Character's race, and sometimes their job. These are coupled with Idle Animations (as you can trigger them on command) and are used for almost every cutscene, which makes the characters seem robotic at times.
- Fable I has a wide variety emote animations. Despite it being a single-player game, they're actually useful: you use them for romancing women, frightening villagers, flipping off guards and farting to make children giggle. They're really quite useful in getting a wife, and for showing off trophies for extra renown.
- Fable II allows the player to "extend" certain emotes for better results with the caveat that, the longer the emote is extended, the greater the chance to fail. Failure can be funnier than success: failing the fart emote results in the player soiling themselves.
- Earth And Beyond had emotes for your character and your ship; yaw spins, barrel rolls, short loop-the-loops, all performed without influencing the direction of flight or breaking formation.
- Mabinogi added emotes for greeting, laughing, crying, and being angry, among others, around it's 1-year anniversary in North America. As of mid-August 2010, further animations for salutes, formal greetings, and dancing were added.
- Tales of Symphonia has a mini-game in which the stock emotes are mapped to random keys on the controller, and the player must trigger emotes to match the demonstrating NPC.
- In Toontown Online, this varies from waving hello, to applauding, to growling, to growling with an organ playing in the background.
- The Wii A Boy and His Blob features a "hug Blob" button. Which is just plain adorable to watch.
- Army of Two includes "Bromance" type stuff where you can high five your co-op team-mate, or shake hands. Or smack them. This will usually completely derail a mission for several minutes as players continually smack each other.
- Prince of Persia (2008) has a dedicated button for activating conversation between the Prince and Elika. The conversations do include snippets of the backstory, however.
- RuneScape has a few dozens of emote animations. Some are given out during certain holiday events, others are unlocked by completing requirements, and still others are only activated through the use of a specific item, weapon, or costume/cape.
- Flyff has quite a few of these.
- Portal 2's co-op, features gestures.
- Dragon Quest IX has "Party Tricks", many of which are given out as rewards as you complete quests. They were most likely added because of the game's increased focus on multiplayer.
- League of Legends features a joke, taunt, dance and laughing emote for each champ, most of which come with its own animation.
- These are the only way players can directly communicate in Dark Souls and its sequels, besides buying and finding a certain kind of item in Oolacile that plays a pre-recorded message when used ("Hello!", "Very good!", "Help me!", "Thank you" and "I'm sorry".) It's common for invaders to bow to their opponent so each other can prepare for a duel, and some gestures are purely made for humiliating their opponents.
- Golden Sun: Dark Dawn replaces standard Yes and No answers to questions with 4 emote actions so Matthew can respond angrily or happily, etc.
- God Eater Burst has a variety of them keyed to the D-pad and shoulder buttons, ranging from clapping to a bow.
- PlanetSide has a wide variety of animations, the majority of which are played with voice callouts; "HELP!" will cause your character to wave their arms in the air, saying "Yes" causes them to make an "OK" gesture with their hand, et cetera. There's several hidden commands, such as "cabbagepatch", that causes your character to dance. Sadly, the animations are missing in the sequel.
- Space Engineers allows the space-suited players to use several emotes, which can be expanded with Game Mods. Amusingly, the animations are blended, allowing you to wave one arm in the air in celebration while the other is face-palming.
- Star Citizen has a wide selection of emotes for the sandbox universe, with each emote having a few variations. It's possible to hold down the trigger on your automatic rifle while dancing, sending a wild spray of bullets in every direction.
- LittleBigPlanet has the D-Pad entirely devoted to the player-controlled characters' emotions. Each button has a designated emotion (for example, up is for happy, right for angry, down for sad, and left for fear) and pressing it up to three times will change the intensity of the emotion.
- Demon's Souls and its various sequels and Spiritual Successors have a variety of pre-animated animations (including the highly memetic "Praise the Sun" gesture made famous in Dark Souls) that, along with mad-libs style messages ([Fill in the Blank] Ahead, Beware of [Whatever], Use [Thing], etc.), are the only means of non PVP player interaction.