My player is small compared to the world. He starts from the top of a tree and falls down. His/her goal would be to reach the bottom of the surface. When he reaches the bottom surface, I wish to deliver a pleasant experience to the user as a result of his/her hardship on completing the journey.
Sample ideas: The experience could be watching anything from "a plant growing" to "helping a part of a farm to grow". With the latter, it would press the player to pursue the journey over and over again, till the entire farm is grown. They are just some examples.
Considerations: There has to be an emotional experience upon the player. The result should be rewarded greatly. The aesthetics is just being grateful to yourself for what you have done, emotional, relishing the beauty of nature and/or just rewarding. It should-not materialistic such as gifting with coins or increase the score what so ever. There has to be a visual impact. So it just a tree and the player is falling from the tree towards the ground.
I am just stuck with a creativity and hence it made to post here. Please let me know some ideas beyond the sample I have. Even it is primitive, I would happy as there might be something to start with.
You could incorporate the player growing in some way with the plants. You could do this by possibly having the character gain abilities from the plants that could be applied to grow other plants and get over obstacles. Your idea doesn't seem to be adventurous or anything but rather on the puzzle side kind of like Little Big Planet. You could look at that game for a little inspiration and incorporate your own ideas in as well to make it truly unique.
If you're looking for a strong emotional reaction from the player for their actions, the use of dramatic music cues would be good to stir up the thoughts and feelings of the player.
Maybe have a slightly tense and lofty tune right before the player makes their jump, then as they are going, having the music build as they build speed toward the ground. If they are dodging obstacles, have audio cues as they pass; like a tensing up more in the music that fades out as you pass. If the player hits an obstacle, then maybe have the music go out of tune slightly before going back to normal if they have multiple health. If its a one and done for player damage, then having the music go out of tune and fade out. Then, for completing the jump you could have the music turn become very calm and happy to show they have done it and should be relieved to have survived.
Music can bring strong emotions to surface for people and I think it would be a fairly unique way of giving the player feedback while they play your game.
BloodyOats & SigmaX- Thanks. Yeah I am thinking of hitting Little Big Planet hard.
DaveTroyer -> Sure you did help. I have noted your points and will be the first to start when I sound engineer the game.