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On Provoking Emotions Via Games

Posted by Zonk on Mon Oct 22, 2007 03:30 PM
from the harder-than-it-looks dept.
N'Gai Croal, poster at the Newsweek LevelUp blog, moonlights today in a column for Next Geneartion discussing the success games have had in provoking emotional responses. More specifically, he talks about the fact that mostly games are fairly bad at this. Citing a few notable exceptions (Final Fantasy VII, BioShock), he raises again the notion of 'games as art' as they relate to emotion: "Shadow Of The Colossus wasn't a blockbuster, but the frequency with which it's cited in 'are games art?' debates indicates both a medium still in its aesthetic infancy and a videogame that punched above its weight. BioShock won't sell like Gears Of War, but it already feels as though it's going to be one of this generation's most influential games. And if Mass Effect can deliver on its early promise of confronting players with thorny moral choices and the consequences of their actions, perhaps other creators will see that making the player feel bad can be a good thing after all. "
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[+] On the Moral Consequences of Gaming 170 comments
N'Gai Croal and the LevelUp blog are collaborating with the popular UK games magazine Edge, and late last month we discussed the emotional impact of games. Or, more realistically, the lack thereof. This week N'Gai has been exploring what could be done to reinforce that emotional impact, and perhaps take those choices to a moral level. "What if developers attempted to bring social sanction into the experience? What if your Gamertag were designated 'Child Killer' for having murdered [Bioshock's] Little Sisters--or 'Good Samaritan' for having saved them? Microsoft recently announced its plans to add the Facebook and MySpace-inspired feature of allowing you to browse your friends' Friends Lists; what if everyone on your Friends List were notified each time you killed a Little Sister--or every time you rescued one--like the Status Updates on Facebook?"
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  • by flitty (981864) on Monday October 22 2007, @03:36PM (#21076867)
    When I first beat Shadow of the Colossus, I'm sure i'm not the only one who thought, "My god, what have I done?" I've never had another game make me questions my actions within the game before. It was wonderful.
    • When I first beat Shadow of the Colossus, I'm sure i'm not the only one who thought, "My god, what have I done?"
      Cool! Who else wondered what you had done?
    • Close Combat
    • I've beaten Shadow of the Colossus and that's a compelling thought... I guess the only thing that would make it even more interesting is if you had choices along the way, similar to Bioshock. Like if you had the choice to destroy the colossi or... who knows what else. But yeah, the ending sequence was crazy and I was actually a little close to tears. Great game, looking forward to whatever they do next.
  • Madden 200x (Score:4, Funny)

    by CrazyJim1 (809850) on Monday October 22 2007, @03:38PM (#21076883) Journal
    That game pisses me off so bad when my friend scores more points than me.
  • by Dr. Eggman (932300) on Monday October 22 2007, @03:39PM (#21076907)
    "Although the incineration process is extremely painful, eight out of ten Aperture Science engineers believe your companion cube probably can't feel pain."

    If there's been one game that evoked emotion in me this year, it was Portal. From dread and fear when discovering the ratman's nest, to shock when I saw the fire pit open up, and consistent joy in solving the puzzles or hearing GLaDOS speaking. Portal's minimalist beauty, awesome execution, and wonderful writing puts it at the top of my "games are art" arguments list.
    • by Kelbear (870538) on Monday October 22 2007, @04:14PM (#21077463)
      I would have also pointed to portals.

      There are many places where games cross over into other genres of art and can make something of themselves under that category. Via sound, art, cinematics, story, they can become art just like music, paintings, movies, books...but how about art as a game?

      Portals defy reality and show us in real-time an impossible world with impossible gameplay. A big part of the wonder in Portal was that your brain now was now wrestling with a wholly unfamiliar phenomenon and this gameplay, most importantly, is interactive. It's a game.

      So this distinction of the portals is where I would point to when using Portal as an example of games as art. Because without the idiosyncratic traits of games being art, then it's just looking at already recognized facets of art in the game and then pointing them out as art, which is only showing that games contain that kind of art, not that gaming itself can be a form of art.
      • 'Portals defy reality and show us in real-time an impossible world with impossible gameplay.'

        An interesting game mechanic is not art. Blinx had impressive levels of time manipulation which is just as, if not more, mind bending than Portals. Teleporters are all over the place in games that much is also currently impossible. Heck portals are essentially just teleporters with a camera attached. (Well and a bit of cross teleporter physics.)

        There are many things in games that are impossible in the real world it
        • Re: (Score:3, Insightful)

          I've never thought about levels as art before... very interesting...

          Perhaps by current definitions, yes. But maybe this is a new form of art: something that was not possible until modern day. For example, Rube Goldberg machines [wikipedia.org] are art because of their unnecessary complexity. So here, a machine has become art because it's nature has been twisted in an unusual way. Also, the result of mathematic manipulations like the spirograph [google.com] are now considered art. Such is also the case with purely virtual manipulat
    • Too bad it doesn't really have the visual to match it. It looks like every other FPS distilled down to their most bland elements.
      • by Abcd1234 (188840) on Monday October 22 2007, @04:30PM (#21077713) Homepage
        Hmm:

        What Portal has: unique, groundbreaking gameplay (well, aside from Narbuncular Drop, which pioneered the idea), great voice acting, good plot/writing (not incredibly involved, but surprising for what I expected was a simple puzzler).

        What Portal doesn't have: flashy new graphics.

        Are you suggesting the latter is somehow more important than the former? Really? That's pretty sad, if that's the case.
      • Re: (Score:3, Insightful)

        Portal (like most of the orange box ) has a lot of subtle graphic enhancements. The new Source engine enhancements aren't too flashy, but they have it where it counts. For instance, the motion blur that occurs when quickly (most easily visible when looking at a room while falling through an infinite loop) is very subtle, but a wonderful touch of realism. More beautiful (and something not always apparent as I believe it may only appear in multicore systems) is the particle effects. Look at the mini-fireworks
    • Re: (Score:3, Insightful)

      Yes. Very, very yes.

      In fact, the Weighted Companion Cube chamber is one of the most cleverly emotionally manipulative media moments I've ever come across. I mean, Hollywood's got emotion-manipulating down to an art and science but that room in Portal blew right past it.

      Because, of course, who would ascribe thought or emotion to the cube if GLaDOS didn't tell you not to? And would you mind incinerating the cube as much if she didn't tell you to "euthanize" it? I genuinely pouted at my computer when I had
      • Re: (Score:3, Insightful)

        Myself, I was actually a wee bit miffed when GlaDOS informed me that "no other test subject incinerated their Companion Cube as quickly as I did" (paraphrased, obviously). And that's with the realization right of the bat that she likely says that no matter how long you dawdle beforehand (confirmed when I went back and spent a considerable amount of time trying to knock that last camera of with the cube).
  • by Anonymous Coward
    I've never seen more emotion evoked from a game console than Microsoft has managed to with their amazing Xbox 360 console.

    You may think you've been moved by games before but nothing can top the anger, despair, and even humiliation of having your 360 die right in front of you once again. 360 owners are moved to Shatner level expressions of emotion "Kaaaaaahhhhnnn!!!" "RRRoDDDDDDDDD!!!!"

    Mixed with the tendency of the 360 to making sickening grinding noises as it tears up yet another 60 dollar game disc and yo
    • Well...a couple things to touch on, I suppose.

      1. The 360 is an awesome console...definately my favourite out of the 3 in the 7th generation... If mine got the dreaded RRoD tomorrow, would I replace it in a heartbeat? Yes. Excellent games, excellent controller, excellent OS...horrid Media Center integration, but hey, that's what TVersity is for ;-)

      2. Dreamcast 360? I don't remember the Dreamcast ever having any major technical flaws...in fact, I remember the Dreamcast as being one of the best systems of
  • ... are emotions too. Emotions often provoked by games. But usually when people start to talk about emotion and games it's about emotional attachment to characters (love/hate stuff). But come on... it's virtual reality, it's entertainment, why should I feel anything about those characters, they're not real (just like the characters in books and movies).
  • It's refreshing that they're mixing it up a little. The only emotion that 99% of games in the N64 era and before invoked was blind rage :D you know you threw that controller across the room and swore at Bowser for spinning you out in Mari Kart, don't deny it!
  • by jollyreaper (513215) on Monday October 22 2007, @04:01PM (#21077275)
    It's called griefing.
  • Call me a pussy but I have cried 4 of 6 hours I played this game. And I couldn't sleep properly for a week, feeling too much grief (tried to be the perfect brother and got one of the intellectual endings).

    Read this review [mobygames.com], the guy felt the same.
    • Yes, but with only 30 decisions and 6 possible endings, it barely qualifies a game. More of a computer-based graphic novel.
    • Yeah. I cried too. Two frigging days on the slowest torrent ever, then it's like ten choices in and half an hour of dreary screens full of text describing bugger all happening, and nobody's even got their kit off yet!

      Seriously, though - I'm not sure I want to play that game. If it is that emotionally involving, and the girl's meant to be your little sister and all, how fucking warped are the sex scenes going to be?

  • come on (Score:2, Insightful)

    Planetfall!
  • (spoiler warning)

    System Shock 2 expertly held the possibility just barely out of reach of meeting another normal human being on board the Von Braun and Rickenbacker. Meeting Polito, your single human voice of guidance, halfway through, only to find out the truth of what SHODAN had done to her, was a stroke of storytelling so masterful that M. Night Shyamalan should cry himself to sleep at night for sucking by comparison.

    • M. Night Shyamalan should cry himself to sleep at night for sucking by comparison.
      In comparison to what, a steamy pile of dog droppings?
  • Music (Score:5, Interesting)

    by king-manic (409855) on Monday October 22 2007, @04:08PM (#21077381)
    I find my emotions being toyed with via the music more often then anything else. As well crafted as the plot is in planescape, Deionarra Theme did more then any words. FF6 may have had a nice interesting story but it would not have been ass successful with a lesser sound track. I find thats what fails about other games for me. Oblivion never moved me at all because of it's rather generic sound track. ditto for the fallout games.
  • Take a look at any of the huge number of Japanese Galgames [wikipedia.org], where the focus is on the story and the emotions. Indeed, taken to their extreme, they turn into visual novels like Kanon [wikipedia.org] where the gameplay is reduced to making a few choices, or something like Planetarian [wikipedia.org], where it is essentially absent.
  • An emotional response in games is not difficult to achieve any more so than a book or a movie, if anything it is easier because you have a longer contact period with the main character than you do in any other medium, we have many long books but how many are as long as a good Japanese RPG?

    People who have never felt any emotions in games should really try to play through a silent hill, while I didn't have any emotions for the characters themselves, the environment is very much a creepy and it's very difficul
  • by vertinox (846076) on Monday October 22 2007, @04:48PM (#21077925)
    *burst fire*

    Nooooooooooooooooooooooooooooooooo!!!

    *bangs keyboard angrily*
  • I learned to use my ears as much as my eyes when going through the single-player levels, and there were certain creature sounds on Doom that would just send shivers up my spine whenever I heard them.

    Some of them still do. :-) :-)
  • I don't know about you guys, but I cried the first time playing through final fantasy VII after I had spent probably 6 hours leveling up Aeris to get her lvl. 4 Limit break, only to become so abruptly aware of what a waste of time it was.
    • I cried playing FFVII when I realized how many people would never play FFVI and think FFVII was the best RPG ever.
      • I cried playing FFVII when I realized how many people would never play FFVI and think FFVII was the best RPG ever.

        That's the truth. The only sad thing about Aeris' death was the fact that I wasted so much damn time and gil building her up instead of another character.

        BG2 pissed me off with Yoshimo for the same reason, actually.
      • I cry when I read posts on slashdot where people assert the objective superiority of one FF over another. Seriously, for God's sake, can't we just leave each other in peace? I played FFVI and FFVII. I liked FFVII better. I leave the FFVI fans alone, now do the same courtesy for us... not that hard.

        On-topic, I didn't cry at any point during FFVII. FF8 and FFX made me get pretty choked up at points though.

  • Alter Ego (Score:4, Interesting)

    by Darkforge (28199) on Monday October 22 2007, @05:08PM (#21078147) Homepage
    Like the game says: What if you could live your life over again? [theblackforge.net]

    If you make it all the way to the end of this game and you don't feel anything, you're not really a human being. ;-)

    (Full disclaimer: I ported AE to the web from the Commodore 64.)
    • Interesting, I'll have to try that game out when I have more time.

      For a second, though, I thought you were referring to "A Mind Forever Voyaging." I'd also argue that if you make it to the end of that game and you don't feel anything, you should check your pulse. Absolutely amazing game.
  • The White Chamber [studiotrophis.com] was the first Adventure-style Game that honestly scared me
  • A month after I paid off my house in each Animal Crossing game, the emotion of realizing that my actions are futile came upon me: "Why am I still doing this?"
  • Perhaps its just me, but the reason I have always felt that emotional response is not a requirement for something to be considered art is that a great many things that are considered art don't bring out any emotion in me; its pretty rare for a painting or photo to elicit emotion in me - some do, but for most its just "oh, that looks nice". While music often brings out emotions there is plenty of music, including some I quite enjoy, that don't bring out any emotion.

    Meanwhile there are plenty of things that

  • It's a false front (Score:3, Insightful)

    by Gnostic Ronin (980129) on Monday October 22 2007, @07:13PM (#21079431)
    I think this is one of the dead ends. What I want to be able to do is make moral choices that affect the entire world. I want to be able to decide that the cost of saving the world is just too high and leave. I want to have choices between different courses of action and have a consequence to whatever I choose to do.

    If the cost of saving Spira is allowing Yuna to die, why the hell isn't it my choice to make? Why does the game present such a moral dilemma just to have the game decide for me? Why is it that after discovering that Kohint will disappear after I destroy the Wind Fish, the game presents me with no alternative? That isn't realistic, at least not to me. It's never me playing the role or connecting with the characters. I might like them, but considering that I have zero power to decide what happens in the world, I may as well be watching a movie.

    I think games will become more emotional once you get the power that video games promise. That you and only you can decide how and why you want to save the world. Or even *if* you think that saving the world is a good idea. It's supposed to be me playing the role -- let me play in the sandbox and decide that some actions are right and some are wrong. Put up a consequence, make me suffer for a bad choice. Just let me choose.
      • Re: (Score:3, Interesting)

        I think that's part of the problem we have in communicating games as art. We look at a picture on the wall and easily think "that's art." But we look at a game and we either think "it's a good game, but its not art" or "its very artistic, but what kind of a game is it." Art and games are not mutually exclusive in my opinion. To me, at least, art is a personal experience the artist is trying to impose on the user/viewer. That's really a very big part of gaming; immersion. I'm not talking immersion in the sen
        • Here's an idea. (Score:5, Insightful)

          by Moryath (553296) on Monday October 22 2007, @04:01PM (#21077277)
          Print out the Pac-Man screen 9 times, each time through a different color filter.

          Arrange them on canvas.

          Sell it to a museum for $millions as an "authentic warhol tribute."

          Movie posters are considered "art." Movie boxes are considered "art." So are the movies inside.

          How many video games have to come with posters and boxes before the thing inside is viewed as art as well?
    • In response to the last portion of your post, I point you in the direction of Illusion of Gaia for the SNES.
    • Re: sadness... I recall a game (I won't name it, let someone else post a spoiler) where you play an attorney. You've gone through several cases and learned the "tricks" of winning. Then comes your most important case yet, and nothing works. You try and try *everything* and you keep getting shot down. Finally, you give up let the defense rest. Now you have to talk to your client and face the consequences of your failure. It left me feeling so upset that when a Deus Ex Machina appeared, I wasn't irrita
    • by Mathonwy (160184) on Monday October 22 2007, @04:59PM (#21078039)
      Going to nitpick your nitpick a bit, I think: Story != presentation. Story is how you would summarize the game to your friends. Presentation is how the game tells the story to you.

      $50,000 cutscenes are one way of presenting story.

      So are in-game events.

      So are random notes you find in the game environment that hint at what happened.

      So are NPC dialogues.

      Games that have $50,000 budgets for CG doesn't mean that they have $50,000 stories. It just means that they thought the best way to present their story was with massive FMV. (hint: They're usually wrong.)

      I know the moderators will punish me for this one, but people always say Half-life had an excellent story.

      In my opinion, these people are on crack. Half-life's story sucked. Seriously. Think about it. Story: "We accidentally made a portal, and it kinda goes to the world of evil aliens, so they invaded. Hooray! This guy in powered armor killed an implausible number of them, and ended the invasion! We're saved!"

      Where have I heard that story before? Oh yeah. Doom. Which people seldom accuse of being the height of literature.

      What Half-life DID have (and had in spades) was PRESENTATION. It presented the story extremely well by never breaking first-person view, and "showing, not telling". So even though the story was utter crap, it was fun to have told to you, because they were telling it in a way that was completely novel at the time, and that you could explore and trigger at your own pace. The story didn't feel like it was being TOLD to you, it felt like it was HAPPENING to you.

      So yeah, games can be art because of the interaction, but they can also be art because of the story they are presenting, through the interaction. I think I basically agree with your point - if you take a game, and just throw some unchanging story in between levels, then you have Final Fantasy, or, as I like to call it, "graphic novels punctuated by minigames". But there are also games that have been art specifically BECAUSE of their story, and the way the game made you feel like you were in charge of it and calling the shots, and that it felt awesome.

      Planescape:Torment is a good example of a game that was like this.

      Games can also be art when they present a story that is mostly static, but that is presented in a way that lets the player explore it and all the ramifications. Mind Forever Voyaging is a good example of this.

      Heck, games can even be art based purely on their visual presentation. I think you could make an excellent case for Okami, purely on the grounds of its graphical style alone.

      Sorry, I'm getting a bit far afield here. Back to the point: Games can be art because of the story. Or just about anything else. The interaction isn't the art in itself; the interaction is the "special sauce" that lets you explore the aspect of it that IS art, and makes it more than it was originally, due to the personal connection. Whether that aspect is story, graphics, or who knows what. Just because some studio dropped $50k on trying to make some flashy FMVs as a misguided attempt to cover up the fact that their story wasn't good, doesn't mean that games can't be art because of story.
    • Video games can provoke emotions, but I can just as easily remind myself that it's just a game and not feel the emotions.

      Count yourself lucky. There's comes a time when you love a game too much, and have fought too hard to simply walk away. Devil May Cry; Nightmare 3 on Dante Must Die Mode. Alundra; The palace in the lake. Ecco 2; The chained globe in the dark future**.

      The emotion? Despair. Complete and utter, all encompassing, fall to your knees and wail hopelessness. Hours of ordeal, days of defeat, try a

      • No, that's not necessarily the point of art at all, and it is also the aim of a lot of other things that aren't art (like speechmaking, advertising, and simple threats - which are meant to provoke the emotion of fear.)

        One can make the argument that the point of art is produce sensations, and particularly interesting ones, which I feel is more accurate.

        In any case, games do produce emotions: the emotion of pleasure at skillful play, frustration at failure, curiosity about the parameters of the game, plus wha
        • ### Well, unlike other forms of art, video games have a final goal.

          By far most of them have, but they don't actually have to have one or at least not just one. One of the things I liked in DeusEx2 or Fahrenheit was that while they did have multiple endings, none of them was clearly 'the good one', all of them had their pros and cons. In games like KotoR on the other side you are very limited in your decisions, because you only have 'good' and 'evil' decisions, so if you try to play the nice guy, there is of