Devil May Cry 5 Game Director Hideaki Itsuno discusses creating emotional moments for players and how designers can do so in their own games.
Creating emotional moments means making your player feel a certain way while they are playing your game. Whatever you decide that feeling is, it should drive the player to want to keep playing the game. In other words, the feeling should be in line with the objective of the game.
There is one feeling that is common in most games, the feeling of overcoming a challenge. If you can give the player this feeling then they will be hooked to overcome your game's future challenges. This means striking the balance between hand holding the player and making them throw the controller out of frustration. The player should be able to figure things out on their own at a steady pace.
So what do those feelings, well, feel like? Take note in your own life when you get that feeling of achievement or deep emotion and note the circumstances that gave it to you. Now you have a real life example that you can pull from when designing emotional moments in your games.
For examples from DMC5 and details on how to make the player feel excited about your game, check out the full article.