I think emotions are carved a lot in darkness/contrast, for example- if a character says something inspiring after two hours of darkness , you would feel it more than if the game was constantly happy. In other words, emotions are earned.
If you make a likeable character and then kill them off, that character will naturally be missed. Although that's kind of a cliche extreme, it works.
Emotions don't necessarily need to be that forced, but if you want to invoke a certain feeling that is the way to do it imo.
I think you have something of the right idea. This ties in to what I was saying about dynamic tension.
For instance, one of the reasons why an episode of Doctor Who can be so compelling is because the camp contrasts so expertly with the danger. They play off each other, so even jokes that aren't all that funny will stand out against the backdrop of a situation in which the show goes to great lengths to convince you that anyone could die in.
I think another good tip, since someone mentioned what the player is "supposed" to feel. I've been taught not hinge your bets to highly on what you think the other person is going to feel. Author intent is a thing, but the wonderful thing about art is that you never, ever know just how this representation of an abstract concept is going to affect someone else. Because of something that happened to them, or because of where they are in their lives, anything you present might have an impact in ways you couldn't have imagined.
I know this is vague advice, but it does me (and others I know) as an artist well to remember that I cannot control the other person's reactions. Well, you can, but then
you're just engaging manipulative storytelling (this is what commercials do). That's what we call kinetic art: commercials and some films, books, games that try very hard to MAKE you do or feel something. A film example of this would be
Grave of the Fireflies, which shows you a lot of horrific things happening, but never do you feel as though you're witnessing something that comes from the drama of the characters themselves, or that there's anything you can take from the movie other than "this situation was terrible, yo, so stop being such whiny little snots and
respect your elders." The thing is, any thinking person would catch on to the manipulation and be turned off immediately.
Static art is more compelling on a deeper level. Static art exists merely to express. Even if its going to be political in nature. And compelling art is also political, again "who does what to whom". Try wrapping your head around that seeming contradiction. Not really something you have to understand, just be aware of.
I know I'm throwing a lot of annoying aphorisms around. But try taking any in depth class in writing or theatre and you'll get pretty much the same. (Art can be difficult to write about, and so it often involves a fair bit of "feeling your way through it"). But if I may offer one more: When trying to create a specific aesthetic or character choice, try not to think of "how" they would do it, but "why".
Feel free to take this as useful advice or pompous bullshit. When I read what other people write about writing, art, and theatre, I feel a bit of both from the writing, myself.