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Games Entertainment

Games Can Make Us Cry 170

A study by Bowen Research is getting some commentary in the gaming press, with their analysis being that "More than two thirds of all video gamers feel that video games already surpass, or will soon at least equal movies, music and books in delivering an emotional impact." The Guardian Gamesblog has a look at the research. From the article: "Of course it could be argued that RPGs simply attract more emotionally unstable gamers, and that if these same players were forced to try Microsoft Flight Simulator, they'd cry like babies when their Cessna crashed into a pylon during a failed runway approach. Sadly, Bowen does not appear to explore this possibility."
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Games Can Make Us Cry

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  • by grub ( 11606 ) <slashdot@grub.net> on Wednesday September 21, 2005 @01:40PM (#13615163) Homepage Journal

    Of course games can make us feel emotion.

    Thief: Deadly Shadows had a level in a place named The Shalebridge Cradle [PDF] [cream.org] which was scarier than anything I've ever played. A haunted, burnt out asylum/orphanage with creepy sounds and grueling atmosphere. It was a level that I was glad to be finished.

    Play it in the dark on a big screen and Dolby Digital sound. If there's a thunderstorm outside make sure you're wearing Depends.

  • Ico (Score:3, Interesting)

    by American AC in Paris ( 230456 ) on Wednesday September 21, 2005 @02:17PM (#13615486) Homepage
    Ico is easily one of the most touching, moving games I've ever played. You grew attached to your characters in an instant, and virtually everything--from the arc of the story itself right down to simply jumping across a broken bridge--could evoke an emotional response.

    For those of you who have played: consider what you were feeling the moment you realized just what the shadows were, and what you had to do to progress to the final battle. Have you ever played a game that could create such empathy for your "foes"?

    For those of you who haven't played--you really should pick up a copy. It's an excellent game, and it's cheap.

  • Top Four Moments (Score:5, Interesting)

    by MiceHead ( 723398 ) on Wednesday September 21, 2005 @02:28PM (#13615576) Homepage
    I've posted these before in a similar /. thread, but for me, there are easily four cases that fit the bill for Bowen's analysis:

    #4 - The opening sequence to Alternate Reality (Atari 800 version only) by Gary Gilbertson and Phillip Price.

    #3 - Deus Ex -- The death of Paul Denton. (The first time I played it through, he died. The second time I played it through, I saved him, and felt really good about myself until I found out that everyone else I knew saved him on the first try.)

    #2 - RP-heavy text MUDs run by live GMs can pull at the heartstrings as no MMORPG has. (But, no doubt, they will get there.)

    #1 - The death of Floyd in Planetfall:
    "Looks dangerous in there," says Floyd. "I don't think you should go inside." He peers in again. "We'll need card there to fix computer. Hmmm... I know! Floyd will get card. Robots are tough. Nothing can hurt robots. You open the door, then Floyd will rush in. Then you close door. When Floyd knocks, open door again. Okay? Go!" Floyd's voice trembles slightly as he waits for you to open the door.


    ] OPEN THE DOOR

    "The door opens and Floyd, pausing only for the briefest moment, plunges into the Bio Lab. Immediately, he is set upon by hideous, mutated monsters! More are heading straight toward the open door! Floyd shrieks and yells to you to close the door."

    ]CLOSE THE DOOR

    From within the lab you hear ferocious growlings, the sounds of a skirmish, and then a high-pitched metallic scream!

    Time passes...

    You hear, slightly muffled by the door, three fast knocks, followed by the distinctive sound of tearing metal.

    ] OPEN THE DOOR

    Floyd stumbles out of the Bio Lab, clutching the mini-booth card. The mutations rush toward the open doorway!

    ] CLOSE THE DOOR

    And not a moment too soon! You hear a pounding from the door as the monsters within vent their frustration at losing their prey.

    Floyd staggers to the ground, dropping the mini card. He is badly torn apart, with loose wires and broken circuits everywhere. Oil flows from his lubrication system. He obviously has only moments to live.

    You drop to your knees and cradle Floyd's head in your lap. Floyd looks up at his friend with half-open eyes. "Floyd did it ... got card. Floyd a good friend, huh?" Quietly, you sing Floyd's favorite song, the Ballad of the Starcrossed Miner:

    O, they ruled the solar system
    Near ten thousand years before
    In their single starcrossed scout ships
    Mining ast'roids, spinning lore.

    Then one true courageous miner
    Spied a spaceship from the stars
    Boarded he that alien liner
    Out beyond the orb of Mars.

    Yes, that ship was filled with danger
    Mighty monsters barred his way
    Yet he solved the alien myst'ries
    Mining quite a lode that day.

    O, they ruled the solar system
    Near ten thousand years before
    'Til one brave advent'rous spirit
    Brought that mighty ship to shore.


    As you finish the last verse, Floyd smiles with contentment, and then his eyes close as his head rolls to one side. You sit in silence for a moment, in memory of a brave friend who gave his life so that you might live."
    I still get vaclempt after reading the last line. You gotta problem with that!?
  • by ivan256 ( 17499 ) on Wednesday September 21, 2005 @02:35PM (#13615644)
    The game industry has all but abandoned the adventure genre where we were just beginning to grow up and see some good storytelling.

    Adventure occationally makes a comeback in RPGs. Elder Scrolls: Morrowind is a great example. There's plenty of plot and tons of exploration. The trouble is that the sequels to such games miss the point and fairly universally evolve towards a combat mechanics focus in an effort to gain universal appeal. As long as the reviewers continue to punish developers for neglecting combat and multi-player capabilities, and developers continue to do everything poorly rather than focus on doing one thing well, games will continue to have crappy plots and literary qualities.

    Another perfect example: Xenogears. The game was almost all plot, and the reviewers trashed it for that. Now there are pseudo-sequels and they added so much combat and level grind that you have to buy a 100 hour "episode" to get 20 minutes of plot out of a game.

    learn to appreciate themes outside of their adolescent power and sex fantasies

    Those things describe at least half (but probably more like 90% when you consider how much pulp is published every year) of the literature that mankind has ever produced. If you're willing to seek out the diamond in the literary rough, why can't you accept that there are the same things in the gaming world?
  • by WidescreenFreak ( 830043 ) on Wednesday September 21, 2005 @03:00PM (#13615861) Homepage Journal
    I've had a lot of games pull some strong emotions out of me, everything ranging from close-to-tears to hair standing on end.

    I remember getting freaked out playing Castle Wolfenstein. (Yes, the original.) I was on the fourth mission or so. Up to that point, the last level was open a few doors, go down a few hallways, there's the boss. Wipe him out. This one had me going after (if I recall correctly) a mechanized general. At every hall and door, I expect to see the boss. First door, nothing. Second, nothing, Thrid, nothing. Then I got to the point of nervous where-the-hell-is-he? thinking. Another hall, another corner. Still no boss. (Keep in mind it was also in the wee hours of the morning and I was very tired, making me more susceptible.) Another door, no boss, another door, no boss, another corner, no boss. I'm completely freaking out by this time wondering where the hell he is. I walk into a room that didn't seem to be a place for a boss, making me lower my defenses for a bit, when I hear "AMERIKANER!!!" from my left speaker. I jumped out of my chair by several inches and was rightfully slaughtered.

    I had had enough, shut the game off, and went to bed, but I actually sat up in bed for about 1/2 hour, twitching at every damn creak that the building made.

    Conversely, I was really impacted by the storyline of Unreal II. Believe it or not, that game had an incredibly strong character arc. (It was not the mindless shoot-and-kill like the original Unreal.) Every non-action sequence and cut-scene was dedicated to character development and relevant story progression. Anyway, throughout the whole game I obviously learned more and more about the background of my crew - why they left their home, what they want in life, why they made the decisions that they did. The writers really did a superb job of helping you to bind with and to understand the crew.

    SPOLIERS AHEAD, but the game is four years old, so doubt it's much of an issue.

    When the ship and crew were destroyed and the main character drops to his knees in sorrow as he watches the ship blown apart in the atmosphere above him, my jaw just dropped and all I wanted was revenge. No game had ever made me want revenge like that before.

    The final sequence where he plays their final, recorded messages of thanks and goodbye - now alone in his escape pod - had me almost close to tears. I was really hoping for some kind of expansion pack that shows that the crew actually made it out alive, but alas it was not meant to be. I had never gotten that emotional about video game characters before, but the story writers for Unreal II really were just that good as far as I'm concerned. (Others believed differently. So be it.)

    Finally, although I have always been one to respect and honor our military and the sacrifices that they have made (and currently make) for us, if Medal of Honor was anything close to what our soldiers had to go through in World War II (and I'm sure that it was actually much, much worse), I have a much more profound respect for those who fought and died to preserve our liberties.

The one day you'd sell your soul for something, souls are a glut.

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