A system which will simulate emotions in games, not just for characters' actions, but for consequences of one's own actions and the game as a whole.
No longer will games be limited to violence or puzzles or reflexes; instead, the full depth of movies or books will be available, and with it, entire new genres of games. Emoshin is also expected to be very useful in simulations and systems analysis, such as when it is necessary to predict crowd response to an emergency in a confined space.
The plan is that Emoshin will be very general, and applicable to more than games, but games provide a good test bed for some of the features.