On Bringing Emotions To Videogames 58
Thanks to MSNBC for its article discussing the process of bringing emotions to videogames. The article argues: "A game that can evoke complex emotions - longing, despair, empathy - is the holy grail for some in the industry", and highlights projects such as Facade, an "interactive drama" that "uses natural speech recognition and a [high] level of artificial intelligence." Although it's unclear "what... these new games look like", the piece ends on a snappy note, courtesy Deus Ex creator Warren Spector, who proclaims: "Finding ways to broaden range of emotions you can experience and express in games is the future of games as far as I'm concerned... If it turns out I'm wrong, I'm going to open a bookstore."
Don't get it (Score:5, Insightful)
Uh wait, I've played several games that evoke complex emotions, those mentioned included. Maybe I'm the only one who gets affected by the story and music in games like Final Fantasy 6, but, WTF, do people need "FEEL EMPATHY" printed out for them and live orchestral music sampled in 48kHz? Imagination and perception of abstractions, anyone?
Re:Don't get it (Score:2)
Re:Don't get it (Score:1)
Other recent games of note:
Metroid Prime: Fear
Re:Don't get it (Score:1)
I didn't think Eternal Darkness was too frightening though, nor any survival horror - I made a point of only playing at night too, which is a bit sad :)
The only other game I can think of that moved
Re:Don't get it (Score:2)
Usually it begins as dismay when the installer crashes.
Followed by confusion when the developers message boards are bursting at the seams with people complaining, the front, and support pages mention nothing. Eventually I find some obscure board that the workaround usually involves using virtual drive software to get around the copy protection.
Followed by anger when what game there is, sucks.
I don't know about empathy.. (Score:2)
It's all about the everything. (Score:5, Interesting)
But it isn't just RPG's, it's every type of game (okay, Pong doesn't get me into a special "pong" mood!), as long as the story is awesome and the gameplay is fine. Games like Max Payne 1 and 2 got me really hooked up (probably because Max Payne 2's ability to shape the skilllevel after the player).
Just my 3 cents (the dollar is low in these days).
What is it I feel now if not emotion? (Score:5, Insightful)
Re:What is it I feel now if not emotion? (Score:2, Interesting)
There are exceptions, obviously. The article hypothesises about a failed military mission in which you fail to save your teammates and feel sad for them in your defeat. I'd say Operation Flashpoint achieved this a long time ago, and along with Halo and several other games, managed to create a ve
Re:What is it I feel now if not emotion? (Score:1)
Re:What is it I feel now if not emotion? (Score:1)
KOTOR comes close (Score:5, Interesting)
This is already available to some extent in Star Wars: Knights of the Old Republic. I will not give away any plot, since everyone should play this game. I will say that your relationship with other characters develops through plot, quests, and open-ended conversations. Combine this with the fact that all dialogue (which there is a huge amount of) is set to voice. This game comes as close to virtual friendships from AI characters as I've seen.
Of course you could just focus on fighting, but what you get out depends on how much effort you put in.
Re:KOTOR comes close (Score:1)
I'll quickly mention that in both of these games I like the real-time combat, and probably wouldn't have played them without it.
I agree
Sony (Score:1)
Nothing New Under the Sun (Score:5, Interesting)
Still, I love how these articles act as if this is something new. Likewise, the creater of Facade and Warren Spector, both of whom should have known better. In fact, as good as Deus Ex and System Shock were, all of Spector's work pales in comparison to what I experienced in Grim Fandango [mobygames.com] (and I'll save you the MSNBC treatment and not give away the ending). Facade sounds remarkably like Space Bar [mobygames.com] to me, only not in space or talking to three headed aliens, but the one-act emotional play is definitely borrowed, even if unknowingly. Of course, as always Planescape: Torment [mobygames.com] gets no love, even though it do created emotional attachments but within the context of a deceptively standard fare RPG.
More recently, interactive fiction [the-underdogs.org] (a fancy phrase for text adventure) has evolved to produce some amazingly emotional games as of late. After finishing the 30 minute Photopia [adamcadre.ac], I sat in a daze for several minutes and then started to (I feel vulnerable here) cry. Easily the most intense emotional experience I've had playing a game, and certainly on the same level, in my opinion, as great literature.
Secondly, I think ICO represents Japan's open acceptance of emotions in games. While I rarely connect with the Japanese emotional experience as I did with ICO, this is most likely due to cultural nuances than my own fault, and there are exceptions. I hesitate to say it as it's a strong statement to use, but playing the fifth level of REZ was about as emotionally religious of an experience I think a video game could ever create. Kingdom Hearts, Final Fantasy, even Metal Gear Solid; all these are representative that while I may not necessarily "get it," the Japanese obviously do not shy away from emotion in games like Americans do. Likewise, Europeans don't seem to have a problem with emotion. The potent Beyond Good & Evil, while I have yet to finish it, is shaping up that way as well, and Prince of Persia (which might as well have been European) attempts something similar, albeit a little less concentrated. I would assert that American gameplay, in either its intentional or non-intentional attempt at open-ended gameplay (from GTA to Battlefield 1942), is generally on a steady course of avoiding emotions, or relying on violence to propogate them. Miyamoto (Mario, Zelda) has made note in multiple interviews of Americans' over-reliance on violence to create emotion. He's right. Of course, this ought not be surprising when American industry leaders like Carmack decry story in video gaming every chance they get.
Finally, as a postscript I'm not entirely sure MSNBC ought to be asking Spector anyway. Oh, yeah, I think he's a gaming god like anyone else, and that moment in System Shock 2 when you walk into the room . . . (oh wait, I'm not MSNBC). But the latest incarnation of Deus Ex was about as emotionally involving as the default Windows XP screensaver. Perhaps he'll redeem himself with Thief III?
Re:Nothing New Under the Sun (Score:5, Informative)
I haven't played DX:IW yet (I don't have a GF3 or better card), but from what I hear, maybe he should've stepped in more. (My understanding is that it's overall still a good game - it just doesn't achieve the same level of greatness of the first one, and is rather disappointing in some ways to fans of the original.)
Re:Nothing New Under the Sun (Score:1)
Still, I'm absolutely amazed at the ability of this game to play with my emotions.
Honest, kind characters die because of my decisions. You are forced to deal with countless situations where you do not know what the moral choice is. This is absolutely fantastic!
10 years ago, having games tug with your most inner morality and emotions wasn't even imaginable... And I'd put mor
Re:Nothing New Under the Sun (Score:2)
Not just of late, though perhaps the new ones are better. I've seen Infocom's old Planetfall cited many times in similar discussions as having a very emotional scene.
Re:Nothing New Under the Sun (Score:2)
Also, please excuse my now noticable rendunancy (recently...of late), which is I currently see as obvious repetition.
Re:Nothing New Under the Sun (Score:1)
SPOILER ALERT
So the guy you're with at the beginning (who you can get booted out by) runs a red and hits Alley, right? What else happens? And I'm not sure what the near-drowning or Gabriel have to do with anything. Maybe I should go play it again...
Re:Nothing New Under the Sun (Score:2)
"I would assert that American gameplay, in either its intentional or non-intentional attempt at open-ended gameplay (from GTA to Battlefield 1942), is generally on a steady course of avoiding emotions"
Wow, you just opened up a very interesting can of worms. You see, the Japanese are known for being rather emotionless in their interactions with people. There is a sense of needing to keep your emotions to yourself. Yet their
Would fear count as a complex emotion? (Score:1)
Miyamoto and Wind Waker (Score:5, Insightful)
There was a scene early in the game where Link sets out with the pirates. As he was waving goodbye to his grandmother, I got choked up with tears. I actually felt like I was Link, waving goodbye to my grandmother. This is not only an example of a good video game, it's an example of good storytelling.
Contrast this with a failed example of emotions; In Final Fantasy VII, when Aeris gets killed, I was simply annoyed because I lost my best healer and not because a friend was now gone. There was just little emotional investment in the game.
It's good that developers want to inject more emotion into their games, but they need to do it correctly.
I thought first of Wind Waker (Score:4, Interesting)
Miyamoto really hit on something with WW, that by simplifying the models color/shading-wise you can manipulate the seperate elements like an eyebrow, or lower jaw more easily.
My favorite moment in WW is right at the start, when Links sister wakes him up in the tower. Link yawns, and then gives his sister a tired stare that makes me feel like I just got out of bed.
Favourite Quote (Score:1, Offtopic)
You know what, Warren? You're absolutely right! You *are* the future! You want to know what I felt when I played Deus Ex 2? FRUSTRATION THAT THE FRAME RATE DIDN'T GO ABOVE 10! On ANY config!
Different styles of "emotional" involvement (Score:5, Interesting)
To get you feeling loss and the usual trappings of the "squaddie / buddy" movie, you have to get the player to care about the squaddies. That means giving them personalities not just special skills, and playing it through properly. You'd need make the interfaces much more "real" - stop someone breaking down by talking them round, keep the squad together, have your soldiers have their own friendships and react appropriately when their buddy gets blown away - worse if you just talked them round with a "you'll be okay" speech...
It stops being a standard Dirty-Dozen mission and turns into a tactical game where there's emotional stresses as well as the shooting opposition. The technology's there, but would trigger-happy ruthless-General-wannabes buy it? Do people get into squad games for this, or do they want to pit wits like a proper General, and just shout "It's a war, soldier. And in war, people die!" like you see in testosterone-fuelled films?
Ico works by giving you someone helpless to protect, with real signs of fear and reluctance (body language you can read, stronger than text dialogue), and a character who's isolated and fairly weak but fights on regardless, who you can identify with and be drawn along with. When your own character finds things out about him / herself it draws you in, because he/she reacts and the emotions they display make you empathise with them.
FF is probably quite similar, only with more of an ensemble cast - especially FFX. It's like a film; you see people at their best and worst - that tends to involve you, if you have any natural empathy in the first place.
Other games where I got unexpectedly attached to the characters - The Getaway (which was filmic again, I suppose), and Primal (ditto).
Summarising: I think there are different ways of provoking emotional reaction.
You can draw on film / TV techniques, which players understand and interpret easily into involvement (FF sequence, Max Payne, etc).
You can go the AI route, and try to make characters into fully rounded people to be interested in. (Note: this has already been attempted in "Real Life", the legendary MMORPG)
You can make the character you control draw you in by his/her reactions to the unfolding plot, hooking the player along (the Planescape:Torment, Ico, MGS approaches)
However, it's only the one you can do in real life that isn't there in games yet - and as I said when I started this rant, there's probably not enough demand in most genres.
Thanks for reading.
Re:Different styles of "emotional" involvement (Score:1, Interesting)
Anime & Squaresoft (Score:1, Insightful)
Currently, American movie can only seem to elicit in me the same emotions I get from video games: the baser, simple emotions. I don't know what it is, but the script writers for anime seem to be much better at helping viewers identify with their charecters.
For inst
Square is overhyped (Score:2, Interesting)
Final Fantasy beats you over the head with the visuals so hard that you forget the gameplay itself is abysmal. And every single Square game has the exact same storyline: "save the world.. again". Boring!
Any emotions you get from a Square game are not because you'r
Re:Anime & Squaresoft (Score:1)
One of the most emotional games (Score:2)
There were just some great moments in that game - when you come back and Kharak is burning, when you realize the Khadesh are the same people as you but you still have to fight them, and the end when you finally reclaim the Homeworld.
Tim
Spoiler Alert? (Score:1, Funny)
While you're at it: Rosebud is his sled, Darth Vader is his father, and Homer's middle name is "Jay." Thanks.
I agree (Score:2, Funny)
Sincerely,
Comic Book Guy
Porn (Score:4, Funny)
Re:Porn (Score:2)
The Dating Sim.
I've played one before, and laugh all you want, but it was a damned good experience. Not gameplay wise......the graphics were shit, and the controls weren't much better, but god did I get sucked in. I couldn't choose between a girl in the end because I had an attachment to ALL of them. I'm really shocked that there hasn't been a dating sim made with top of the line graphics.
The Quest for hours is at odds with emotions (Score:5, Insightful)
I disliked FFX because they seemed to water the story down from there usual depth. It was way to linear and extreamly predictable. I was 3/4 into the game and remeber someone trying to spoil the ending for me. Auron isnt alive! *sigh* i said I allready know they used a technique called forshadowing which they had a pyrefly go out of him when yuna needed to speak with the dead elders. she continued trying to spoil the ending but 90% of it was allready revealed info. Kinda sad that they sold out an emotional high at the very end by putting way to many hints in the game. And please dont get me started with how Tidus talked in 3rd person throughout most of the FMVs. "I think we all changed that night" BLAH horrible storywriting right there
FF7 on the other hand handled killing off a charecter extreamly well. She is there you think you won then boom out of nowhere a sword is through her belly and she is gone. It took me a good 30 minuets to come to terms with the fact that they killed one of the main charecters and that now i was screwed since she was the strongest.
FF3 however stands out as one of the most enjoyable of them all and alot of emotions coarsing through you as you played. All the charecters had personal flaws which you could relate too. The heartless ninja did care, the honorable knight lied for years to continue someone elses hope. Also any feeling the charecters would supposadly have you shared in it. The excitment of the chace as the Fargo Castle submerges and you run off or the mistrust you have when a truce is called.
Overall what ruins emotional bond in games I have realized is that they try to keep you playing with extra gimics. Get 100% complete and see this new ending that you really want! the Game really isnt over because you need to play it on ultra hard in order to see this minuet change in gameplay! What you want to have a story and not crawl through 5 hours of puzzles to reach a boss that you have no real reason to fight besides some village elder told you he was a meany for stealing the ball in 2nd grade.
These gimics to add hours really sickens me and breaks the illusion of the world.
Foreshadowing in FF7 (Score:1)
Homeworld (Score:2)
Already Done -- in Games Most Gamers Hate (Score:2)
I thought Myst did a good job of bringing out more complex emotions. Then again, I'm not a gamer because it seems to me most games are about blasting away, collecting objects, or fighting, and I've always wanted something more intellectually stimulating in my entertainment.
I know most gamers hate the Myst series, but I've always liked it because it seemed to be about something more than fightin
Re:Already Done -- in Games Most Gamers Hate (Score:1)
Holy Grail was discovered long ago. (Score:1)
No fancy graphics, no stirring soundtrack needed.
Random, yet somewhat relevant thoughts (Score:3, Interesting)
This was actually probably one of the emotional strengths of Deus Ex, because after slaughtering a whole bunch of terrorists, you eventually reach a point in the game where you discover you've been duped all along, and they're the "good guys." The next step (and there's the possibility that they've already done this; keep in mind I haven't played Invisible War yet) would be to allow you to choose from the very beginning who to side with, thus making the emotional impact stronger when a player who has actively chosen to fight for UNATCO discovers that the NSF is actually on the side of justice.
The length of games is also an enormous strength, especially with many of the 40+ hour RPGs out there. The longer a person spends with a character, the more empathy a person feels for that character. And when a character is presented as the love interest, and options are given that allow the player to further this subplot, suddenly the romance seems a little more interesting than it would in film. The same thing goes for when characters die, especially if the player could have prevented the death; more time spent with a believable and likeable character leads to a greater impact when that character dies.
Non-Spoilery points about the sequel (Score:1)
Without additional time spent to get to know the characters you are fighting for/against, all they are are waypoints on the plot. A needs B so you can access C. Their names and factions become as forgettable as they are interchangable.
The only real emotional benefit to the game comes in the f
Silent Hill (Score:1)
Fear, love, hate, sadness, terror, greed, emotional/mental breakdown, and in a few cases humor.
It does happen (Score:1)
Two words.. (Score:3, Insightful)
Definitely the game that I've played the most, and the best at bringing out an emotional response in my book. This was because the characters were actually people who you would connect with, so when they betrayed you, sacrificed themselves or simply couldn't continue the journey anymore, you'd certainly feel something.
Just watching the trailer [grimfandango.net] gives me a buzz. :~
Sometimes it happens without them trying... (Score:1)
Of course I eventually got desensitized to it and would occasionaly go on "let's see how many ways I can kill these little bastards" sprees
Adrenaline (AVP2 spoiler, fair warning) (Score:2, Insightful)
RPGs aside, as far as action/adventure games go I still get a gigantic rush out of games that can elicit a hearty, sudden "Holy shit!".
The most recent example that comes to mind for me is Aliens vs. Predator 2, specifically in the Marine storyline as you descend into the cargo hold of the Forward Observation Pods -- a few steps behind the Predator. I kept thinking that I would catch up to him, but no: you end up watching him blast his way out of the hold and hijack one of the landers... all the while li
Big Brother is taunting you when you lose a life (Score:2, Interesting)
Max Payne and final fantasy adventure / sad movies (Score:1)
Apple sells introduces the iFriend? (Score:1)
A game like this is, it seems, an alternate model to what EverQuest could become, should the authors have the ambition - a game complete with virtual friends (the virtual characters are rather lifeless today). This idea, it seems to me
Beyond Good And Evil (Score:1)
I guess it's mostly a result of the fantastic animation, including facial expressions, the music, and the great voice acting.