This research aims to develop an RPG digital counseling game, Young Zone, based on the architecture of “9 m3 emotion.” It creates the emotional script via the structural process of the story. In the game, a series of situational choices, task solving, and treasure collection enable individuals to show their internal self-value. Moreover, an emotional history system is designed to record players’ emotions when they are playing the game; they can further reflect on changes in their emotional development and regulation after the game. This research invited 64 college students to play Young Zone. They were asked to fill in the Teenager Emotional Screening Scale, the Mood Adjustment Scale, the Digital Consultation Effectiveness Questionnaire, and the Young Zone Satisfaction Questionnaire as a pre-test a day before they played the game. They needed to wear watches showing physiological signals, and to read an article to allow the completion of a basic model of emotion before they played Young Zone on the day of the experiment. After they played the game, they needed to participate in an interview with researchers and answer questions on a post-test. The research results show a relationship between heart rate variability and the emotion history chart. Moreover, a significant effect of Young Zone on self-identification, courage, empathy, values, and mood adjustments was obtained. Players think that this game is interesting and a good learning resource. By playing the game, they learn that they need to consider altruism versus selfishness, and their own ability when they are making choices. The emotional history system further allows them to reflect on themselves and analyze the changes in their own emotions.