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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.
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 125 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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Simple answer for me... (Score:1)
Video games can provoke emotions, but I can just as easily remind myself that it's just a game and not feel the emotions.
Shadow of the Colossus (Score:3, Interesting)
Madden 200x (Score:4, Funny)
(Last Journal: Sunday November 06 2005, @10:30PM)
You muust Euthanise it! (Score:5, Interesting)
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.
Re:You muust Euthanise it! (Score:4, Insightful)
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.
Re:You muust Euthanise it! (Score:5, Insightful)
(http://del.icio.us/Abcd1234/)
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.
Hurry Mr Bubbles! (Score:1)
Microsoft FTW! (Score:2, Funny)
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 you have gamers who are now 'filled with emotion' like never before.
Who says Microsoft is nothing but a failure in the console market?
Bravo little Dreamcast 360. Bravo!
Swat 4 is the only one that has got close... (Score:1)
Frustration and disappointment ... (Score:3, Interesting)
(http://elmuerte.com/)
I think I have something to contribute (Score:1)
fear - implementable, works for many
humor - should work very well
anger - shouldn't be hard (method 1: piss off gamers by making a section very difficult to pass, method 2: [sorry, not my field])
sadness - I think there are many people who wouldn't succumb to sadness (but I don't know very many people, this is just what I may have heard or experienced). I'm extremely susceptible to being moved to tears by romance. I watch a lot of romance anime - I like anime more than real-life shows, and the reasons might be just because the characters are cuter - with real-life characters, you may be prejudiced by their appearance (that girl looks far too promiscuous, that guy looks evil, etc.). In games, however, I haven't seen any really romantic scenes. If a romantic scene comes somewhere near the beginning, you probably won't be able to empathize with the characters yet. There are actually many factors to keep in mind, and it's easy to spoil everything. Adding a lot of comedy works, in my experience, to get the viewer (or gamer) to really like the characters, and wish for them to fall in love and be happy together. Once you're on the right way, it's pretty hard to screw up, but it's not impossible.
mix it up a little (Score:2, Funny)
Provoking emotion? (Score:3, Funny)
Kana: Little sister (Score:3, Interesting)
(http://www.speznas.de/)
Read this review [mobygames.com], the guy felt the same.
come on (Score:2, Insightful)
(http://go.away/)
Don't forget (Score:2)
(http://www.unity08.com/)
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.
Music (Score:5, Interesting)
(http://www.legalresourcecentre.ca/)
Sad Girls in Snow (Score:2)
Emotions in games (Score:2)
(Last Journal: Sunday September 19 2004, @10:03PM)
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 difficult for it not to provoke a sense of paranoid and a sensation of being unsafe even in the safest areas. Rather than go with shock horror it just puts you in a position where everything seems evil, where you don't know if you should curl up in the corner with a gun and hope everything goes away or continue deeper into the nightmare like world to get out of it quicker. In modern life we rarely come across such situations so in a game it is very disturbing to feel.
The "are games art" argument is a difficult one but one again I think Silent hill addresses, It does not have the best graphics, it does not have the best acting, but all the small details pull it together to make an entire product that expresses things, tells a good story and invokes ideas and thoughts in your head. There is much argument about what art is, but to myself art is something that provokes thoughts you would not have thought otherwise in a styled medium of some sort. I feel games can be art, but games like Halo and Bioshock aren't where I would look got art in games, I would look at Mario and Zelda, where the style of the art is clearly defined in a set way rather than just trying to make it look as real as possible.
Dogmeat!!! Don't get between me and the.... (Score:4, Funny)
(http://mp3bat.com/)
Nooooooooooooooooooooooooooooooooo!!!
*bangs keyboard angrily*
Obligatory Silent Hill reference... (Score:1)
From the (doomed) main character to the twisted monsters, to the secondary characters to the antagonists to the story, to the setting, to the music, it all comes together in such a way that you can't avoid it: you'll feel moved by it, enraged by it, frustrated by it. You'll be sucked into that world, and you'll be in front row for the emotional events that will be unveiled. Yes, it's "just a game", but then again, Shakespeare masterpieces are "just books" too, and that doesn't detract a bit from their geniality.
Single-player Doom was great for this... (Score:4, Insightful)
(http://www.visi.com/~rsteiner | Last Journal: Friday August 04 2006, @12:01PM)
Some of them still do.
Am I the only one? (Score:2)
(Last Journal: Sunday September 09, @11:55PM)
Alter Ego (Score:4, Interesting)
(http://www.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.)
What compromises immersion (Score:1)
I commit emotionally to a tattoo. Less so, a haircut.
white chamber (Score:2)
Animal Crossing: Futility. (Score:4, Funny)
(http://myatomic.com/ | Last Journal: Sunday November 19 2006, @12:31AM)
I Robot (Score:2)
(http://holdemdaddy.blogspot.com/)
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 are not art by any reasonable definition that do elicit deep emotions (for example, particular sporting events).
So I don't know if I'm in the minority, but to me it seems like emotion is a poor criteria.
It's a false front (Score:3, Insightful)
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.
Art is orthogonal to emotion (Score:2)
(http://kamthaka.blogspot.com/ | Last Journal: Wednesday March 30 2005, @03:18PM)
It is neither necessary nor sufficient for art to evoke an intellectual reaction, although that may suit the artist's purpose.
To be art, it has to evoke an aesthetic reaction, which in turn sometimes evokes an emotional and intellectual response. It is perfectly possible for art to be cold, austere, and so abstract that it is beyond the realms of human experience that can talked about meaningfully. Often an overwrought emotional or intellectual response is a sign that person responding has missed the point.
ICO (Score:1)
(Last Journal: Friday February 25 2005, @08:30PM)
Silent Hill (Score:1)
As that horn whispered into the fog, you realize that Silent Hill beat YOU.
Silent Hill 2 has so far been the only game that I've played where about 2/3 of the way through it I actually began to feel like I (the human player, not the character) was being manipulated by some demon they'd cursed my PS2 disk with at Konami's satanic factories.
Torment, anyone? (Score:1)
Photopia, Blue Chairs (Score:2)
(Last Journal: Thursday April 25 2002, @09:03PM)
Photopia [wurb.com]
Blue Chairs [wurb.com]
provoking emotion is easy (Score:2)
Another easy way like some described with Shadow of Colossus is that it turns out you were just going around killing babies or whatever all this time. That has been used at least as early as Terranigma where most of your effort in the game was help to revive a mad scientist who once wiped out the entire Earth. And yes it's easy to provoke some kind of emotional response when you found that you were just commiting crimes against humanity all this time without knowing it.
But more importantly, the question is did you have a choice? If the game is like 'you must kill 100 babies to get to next stage' then no I don't think it means anything. It's sad that Aeris died in FF7 but she did not have a choice. The game pretty much indicated that she must die for the story and the game to continue. There is no remote indication that there was anything you could have done to avoid her death. If you want to provoke emotions without just being cheesy, there has to be at least the illusion of choice. Terranigma, with its openness, was a game where it seems like you can delay the doomsday scenario forever if you wanted to. Sure nothing will happen but it was fun just exploring the peaceful version of the world. When you pick up the Hero Pike and the Hero Armor and accept the responsibility of being the hero, that's when your comrades start to fall one by one, ending with the death of the hero himself. The hero questions whether saving the world is really what he wanted to do if it meant the death of all his close friends. In the ending you're shown that you could have just ran away and live out your life as a normal boy if you simply didn't open the Pandora's Box at the very beginning. Although there is no actual choice for 'run away and never do anything', the game clearly shows you that could have been your choice. That's why giving that world up is meaningful.
This applies to character dying, a common way to inject emotion into a game. Unfortunately I can't think of any game where I actually have any say, or even the illusion of having a say, on the death of a character.
Re:In soviet russia (Score:1)
Here's an idea. (Score:5, Insightful)
(Last Journal: Saturday November 17, @02:56AM)
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?
Re:Games don't have good story (Score:5, Insightful)
$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.
Mod parent up! (Score:2)
(http://ohadev.com/)
Sure, you can keep clamoring for more immersive, story-driven 'emotion' in games, and the game studios will keep cranking it out for the masses who still depend on a passive, linear, developer-babysitter experience because they can't generate emotion for themselves through their own creative play.
Games don't make you feel ashamed about something you've done? Surely this guy must have heard of hentai games? (snicker)
Seriously though, because games depend on player action, they tend to provoke emotions that correspond to the real world rather than a fictional fantasy. Take your typical multiplayer game-world, there are tons of ways to lie, cheat, steal, hack, or just generally be harmful and even hurtful to other players. While getting a teammate kicked out of a guild forcing him to find a new group of friends to play with isn't quite as horrid as slaughtering innocent children, the former actually happens in real life while the latter is simply a harmless fiction.
If the games this guy plays always end up making him feel 'good', then he's probably just wasting money on mindless mass-market entertainment, you can easily read pulp fiction or watch hollywood blockbusters and get the same result there. If a game manages to transform your experience of the world, of others, or of yourself and your own real emotions, then you don't need a storyline to tell you what to think or how to act, you're already truly at play.
Link (Score:1)
(Last Journal: Saturday February 16 2002, @03:08AM)