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."
Emotions from games? duh! (Score:5, Interesting)
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.
Excellent example! (Score:2)
The ghostly applause in the "theatre"; the voices and screams in the area of the asylum cells; the knocking near the staircase that sounded a lot louder than it probably was as you got close to the top... That level just completely freaked me out to the point that when it w
Re:Emotions from games? duh! (Score:3, Informative)
Never cried with a game though
Re:Emotions from games? duh! (Score:2)
Argh! I really liked how the fear-factor in SS2 worked on numerous levels - there was the usual darkness-with-monsters, zombies and so on, but also the horrible sense that you were utterly alone, surrounded by the subverted, horribly repurposed shells of your former colleagues. Most disturbingly, they were obviously still conscious of what they were doing, but the Many had turned them completely... Ugh.
As for a game making me cry - the closest any game
Re:Emotions from games? duh! (Score:2)
Re:Emotions from games? duh! (Score:2)
Re:Emotions from games? duh! (Score:2)
Re:Emotions from games? duh! (Score:5, Insightful)
That is true of a certain subset of games. Perhaps the largest subset, but still only a subset. I don't belive it's possible for a movie to get you as emotionaly invested in a characher as one of the better written RPGs.
With a movie character, you watch their world for 2 hours. With a game, you live in their world for 80+ hours. That can lead to some serious emotional attachment.
Re:Emotions from games? duh! (Score:2)
Re:Emotions from games? duh! (Score:2, Funny)
Fallout (Score:1, Redundant)
Re:Fallout (Score:2)
jokes!
Re:Fallout (Score:2, Funny)
Just trying to bring you up to date.
Re:Fallout (Score:2)
Re:Fallout (Score:2)
I sometimes wonder at this; for many people, including yourself, this is an obviously emotional moment. I think a large part of it was that I had no real control. After all, in a game, you're used to having some degree of control over the characters. I think it almost certainly would have been more affecting if it were
Re:Fallout (Score:2)
i gave up by disc 2 (pc ver).
it's definitely not your parents FF.
too much story turns it from a game into an interactive fiction. long sequences that you cannot escape from, having to play through the story to get to some action. it's just the reverse of the original FFs. 7+ lost me as a fan.
Re:Fallout (Score:2)
Re:Fallout (Score:2)
Re:Fallout (Score:2)
I'll just jump in a couple of major Fallout gripes:
1. Turn-based combat animation. As a rule mechanic, the turn-based approach was OK. But most turn-based games restrict turn-taking to actual combatants, not all the rest of uninvolved NPCs across the board. Try getting into a little brawl in the corner of a city, and watching 25 NPCs to stroll around in between each shot of your gun. (Was also a problem in the cathedral, although i
Neverwinter nights experience . . . (Score:3, Insightful)
The key is for developers to tap into those strong emotions, telling a story that involves the player, encouraging them to invest a portion of their emotions into the game.
Players will walk through a swamp for gold and fight an army for vengeance, but they'll walk to the ends of Hell for love.
When I killed that demon-spawn.. (Score:2, Insightful)
Meh, games better than movies - maybe...if your talking about the latest summer blockbuster schlock. Books, no way.
Re:When I killed that demon-spawn.. (Score:1)
Immersion (Score:2)
Now if only more of them can be scripted by quality writers, and voiced by professional actors instead of the Capcom Troupe.
Books are victorious (Score:5, Insightful)
I'll also admit, I've almost come to tears once or twice while playing a game where a primary character dies off unexpectedly or unfairly.
Yet, when it comes down to it, I can feel part of a well-written book over a game any day. The ability to completely use my imagination removes the last facest of alienation experienced when playing a game or watching a movie... Books definitely produce the largest emotional responses for me. Whereas some games are possibly better than movies, no game is as good as a well written book.
Re:Books are victorious (Score:2)
Re:Books are victorious (Score:2)
For me it was Doom and the Damn Demons jumping out at about midnight at a friends house. Those things didn't look remotely realistic, but they still made me jump out of the chair. My friends got a big kick out of it all night.
Re:Books are victorious (Score:2)
You know, I like a good book and all, but I've never gotten an emotional responce from a book the same way I have from a movie. I'm not sure why it is, but for some reason a book, no matter how well written, fails to move me the same way a movie can. Perhaps it's because a movie forces you to take it all in at once, whereas a book is more drawn out and typically not finished in one sitting. Or perhaps I've just been
Re:Books are victorious (Score:2)
When I was getting to know an old girlfriend, she told me the same thing. You know what I said to that? "Aeris dies?"
I never got that far. I got bored after leaving the city. Then again, I'm not that big of a FF fan.
Re:Books are victorious (Score:2)
Personally, I found Final Fantasy II (American II) much more gripping than Final Fantasy VII ever was. I cried when Palom and Porim sacrificed themselves for the group.
This is a surprise? (Score:2)
You can argue anything (Score:1)
Nope thought not.
Re:You can argue anything (Score:3, Insightful)
As for Aeris dying if FF7, well, I don't know how I would have reacted if that hadn't been spoiled for me long before I had any interest in playing the game, but earlier Final Fantasy games were so full of characters sacrificing themselves for each other that I probably wouldn't have been very surprised. I think losing the twins in FF4 was harder, personally.
Losing the twins could have been considered hard, but I think perhaps the weepiest Final F
Re:You can argue anything (Score:2)
Unstable? (Score:5, Insightful)
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.
Couldn't it just be that RPGs have the most involved stories and that the people who play them pay attention to the story? Of course those who play story-intensive games will have a more emotional reaction to gaming than the person who plays only sports games and other story-light titles. The aim of a game is to entertain, and some us are entertained by a good story along with our button mashing.
More like piss people off. (Score:3, Funny)
Of course you can get really carried away in your games like this guy did over an item called Cloudsong in DAOC. Warning, don't play in public if sensitive ears are about. Sad thing is I run across people who react like this in quite a few games, especially FPS.
http://content.ytmnd.com//100000/100051/sound.mp3 [ytmnd.com]
Re:More like piss people off. (Score:2)
I knew it wasn't from WoW as ytmnd first tagged it, but didn't know where.
"YOU STOLE MY FUCKING CLOUDSONG!!!#%()*#) I'M GONNA KILL YOU!!!!!@(@%*)@(%*!!"
But seriously for a sec, anger is a very strong emotion and can be used to a great effect in the story, as long as you are angry on something inside the game and not at the game itself.
I had a sad feeling for a moment, then it passed. (Score:3, Funny)
Stories (Score:5, Insightful)
A simulated aircraft crashing at the runway doesn't have the same emotional charge without story: it is just an event in a sterile world. If on the other hand prior to takeoff we had cut-scenes showing a pilot, spouse and children boarding the plane to make a trip that was important to them, then the same crash in the same game environment might have more emotional impact. The more "connected" the player was to their story, the bigger the impact.
Other types of games can deliver story, sometimes simply through the environment (a burned out village, an isolated shoreline surrounded by jagged cliffs, etc). In some ways this is more effective for more interactive games because interactive environments tend to pull the player out of the emotional impact when the player can interact in ways unsuited to the emotion of the scene. Half life, for example: the scientists you meet throughout was a ground breaking "in game engine" way to experience the progression of the story. Assuming you listened, didn't shoot things while they talked, etc. RPGs tend to avoid that problem by literally tearing the control out of the users hands, although some more recent games have made good progress at interactive storytelling methods that don't feel so abrubt.
Re:Stories (Score:2)
Perhaps it would have been better said 'a more emotional person' because you don't have to be unstable to feel sad, it's perfectly natural.
May I ask... (Score:2, Insightful)
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."
The story was fine on its own merits, this is simply to incite a reaction.
RPG's attract uns
Partially Agree (Score:2)
That said, I wonder about the possibility that *some* gamers just plain have lower standards. In high school I knew people who with religious zeal studied the life-stories of Street Fighter characters (I practically was one of them,) and considered Mortal Kombat a top-notch movie. I agree with the blogger. You have to examine what that person considers "eliciting emotion", and why. I
Re:Partially Agree (Score:2)
With a movie you have no control. You sit and watch.
With a game, you become the character. In many games, like Wing Commander III and IV, your actions and decisions have a direct influence on what goes on. While I'm sure that some people still can remain totally detached in those circumstances, the truth is that a hell of a lot of gamers can't and don't.
Ico (Score:3, Interesting)
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.
Re:Ico (Score:2)
If you haven't played it, also look up The Longest Journey. It's a h
And of course... (Score:2)
Grrrrr...! And, of course, it's for PS2, not a PC. Well, I'll just have to pretend that I know what you're talking about from the Ico web site. It's too bad, too, because the trailer looks pretty good - and the music was really good. It just seemed to fit while at the same time not seeming to be totally appropriate. Would that there were a functional PS2 emulator for the PC out there
Re:Ico (Score:2)
Dude, it takes like 7 hours to play through the whole thing...
Myst (Score:3, Funny)
Re:Myst (Score:3, Funny)
The Myst theme park is a non-starter, because the people in charge of creating it would make people solve intricate puzzles before they could use the restroom, flushing the urinals in the proper sequence would open up the concession stand outside, and an evil monster would block your exit until you washed your hands.
Re:Myst (Score:2)
Re:Myst (Score:2)
Honestly, for the sake of public health, I'd like to see this implemented at theme parks everywhere.
Re:Myst (Score:2)
Tears (and a few expletives) (Score:4, Funny)
See: Daikatana. Dr3ver. Pac-Man (2600).
Re:Tears (and a few expletives) (Score:2)
Re:Tears (and a few expletives) (Score:2)
Indigo Prophecy (Score:2)
http://www.atari.com/indigo/ [atari.com]
Re:Indigo Prophecy (Score:2)
Yeah, it's the same game, just not trimmed for American prudes.
Re:Indigo Prophecy (Score:2)
Re:Indigo Prophecy (Score:2)
Even the guitar playing is a blast. I kept doing that scene over and over..
I'm still trying to play Shenmue 2, but each time I just quit... On a dreamcast, continuing my first game.. The palm reader says "watch out, you'll lose your money". And I'm like.. yeah, I know, you told me last time. I'll just spend it all before I lose it. And I somehow forget to spend it and lose all my hard earned cash driving a forklift.
I guess Shenmue is the game
RPG is my favorite genre... (Score:2)
Rob
Top Four Moments (Score:5, Interesting)
#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:
I still get vaclempt after reading the last line. You gotta problem with that!?
Re:Top Four Moments (Score:5, Informative)
Seriously.
Here, have a link to the game [adamcadre.ac] even.
Re:Top Four Moments (Score:2)
I generally found that I was tightly railroaded in a game that I had no control over. Not only that, but the jumping from character to character at appearently random intervals tended to be a little confusing. At best, the story development was highly chaotic - there was a very limited join among scenes.
This was different than "Blue Chairs" where I was just as tightly railroaded in a game that I had no control over (but had an in-game opt
Re:Top Four Moments (Score:2)
Re:Top Four Moments (Score:2)
Age of Empires II Opening (Score:2)
Re:Top Four Moments (Score:2)
The way he's scared before he runs for the card makes it even sadder. There are so many subtle touches in that small block of text.
You stop and wonder...that's just text...WHY HAS NOBODY MATCHED THIS?! Story doesn't take compile time. It doesn't add tons of developers to the proejct. Story takes no processing power.
Yet, for the most part, it's the least developed part of any video game. This stuff drives me insane. Especially when I hear people talk abou
And Four More... (SPOLIERS, but only for old game) (Score:2)
Art vs. Product (Score:2)
Ico, sure, but it was made with a sense of art. Most of the games that really seem an emotional response are not the game industry's version of big budget blockbusters. (Which EXCLUDES Final Fantasy, almost in direct proportion to its mainstream popularity. I never cared much about the characters in VII -- what, we're supposed to like Cloud??)
Ico is the best example that comes to mind.
Grandias 1
Most of my crying... (Score:2)
Some of my experiences (Score:5, Interesting)
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.
Re:Some of my experiences (Score:2)
I've had a moment of triumph once and scared the crap out of my girlfriend (at the time, we're married now). I was having a moment of triumph while playing Dark Age of Camelot. For those who've played it and know what I mean... it was about a month after the New Frontiers expansion when people were still experimenting with taking
I cried playing Final Fantasy... (Score:3, Funny)
Re:I cried playing Final Fantasy... (Score:2)
Differences (Score:5, Insightful)
One theory is that games are almost always winnable by definition which doesn't accurately mimic reality, and this blunts an emotional response. There's no real question about the fate of the hero, they can eventually "win" one way or another. You're not going to get to the end of Super Mario and find the princess behind an impassable brick wall (this is a hack I've considered doing.)
My friend and I were discussing this, and he pointed out that early video games sometimes had movie-like scenarios but were not winnable. Take Robotron for example. Sure there are some maniacs who can play a long time, but for the most part, it just gets faster and there are more aliens and robots until you die. Personally, I did find the game subtly disturbing.
Part of all this may also be due to the fact that games tend to dwell more in the realm of craft rather than actual art. Videogame art is emerging, but there's not much exposure, or a middle ground between pure conceptual art and something that's actually fun to play. Perhaps Katamari Damacy is a step in that direction, since the importance of goals and challenges is diminished in that game. It becomes more of just an activity, a time where you exist in that world. Frankly, that's the game that's evoked the most emotion from me in recent times just because it's so beautiful visually, musically, and conceptually.
-paul
Re:Differences (Score:3, Insightful)
Re:Differences (Score:2)
Yeah, it was a pretty grim situation with no escape. The part of the game I found most disturbing was what happens to the people you don't save. Either they get pummeled by the brutish robots or have their brains enslaved by the brainbots. Creepy indeed.
The problem there (Score:2)
So basically you look at a few games that don't even have much story and don
10 Game moments that made me shed a tear (Score:2)
2: Reading the reviews of Daikatana .
3: Playing Daikatana
4: running out of time in prince of Persia
5:Loosing my last ship being one kill away from a high score on space invaders due to being nudged
6: paying for an Atari Jaguar
7: Remembering playing Daikatana
8: Daikatana in general
9: Playing Mario 64 (tears of joy)
10: EA getting the license to make James Bond games
Emotional gamers have nothing to do with it. (Score:2)
Of course then again, while it was fun they never had a good animation, and for some reason those failures to thread the World Trade Centers... don't seem to be as "funny" as they were back then... ok they still are funny, but not as laugh out loud.
The problem is that most of the games you play that are action just are testies burners, not emotional escapes. An RPG has characters you work with for 20 hours o
You've gotta be kidding! (Score:2)
The most emotional scene in a movie (according to respondents) was when they sent the hotshot pilot with a powerbook to fly into the UFO thus defeating the aliens in Independance Day.
C'mon people, the characters in FF7 were so unlikable and Aeris' death pissed off more gamers than saddened
so-called Interactive Movies of the 90s (Score:2)
System Shock 2, Alien Swarm mod, & DOOM 3 = Sc (Score:2)
Games that moved me (Score:2)
I've played several games that have evoked an emotional response. Ico brought a tear to my eye as I played through the ending. (SPOILER) After all that Yorda and I had been through together, after protecting her from the shadow guys and defeating her evil witch mother, Yorda was the one that became strong and made the self sacrifice to save me. It was a very dramatic ending. However, if you stick through the end credits you get a very satisfying second ending.
Another game that evoked a different kind
Post the source, instead of inaccurate blogs (Score:3, Informative)
Here's a link to Bowen's write-up of the research:
http://www.bowenresearch.com/studies.php?d=3 [bowenresearch.com]
This is a survey of a subset of gamers, whom Bowen was able to survey online. "Surveyed gamers" cannot be extrapolated to "all gamers."
66% is not more than 2/3. For that matter, "has the potential to equal or surpass" != "will soon be at least equal".
Guardian Gamesblog needs some help getting their facts straight. They should have also referenced the source of their blog entry.
I would also guess that two-thirds of avid book readers think books have a greater potential for emotional stimulation. Ditto for movies amongst avid movie-watchers.
Mother 2 (Score:2)
It just depends on how emotionally open you are. If you harden yourself enough, you can make fun of Schindler's List. If you open yourself enough, you can cry during an AT&T commercial.
Re:Mother 2 (Score:2)
Yeah, that was a real heart breaker that brought tears to my eyes.
Sound & Immersion (Score:2)
As much as everyone are like: "wow great graphics etc etc", for creating emotions, the audio part is MUCH stronger.
What you see you can generally grasp, you know what you're up against*, but when you hear something, you don't know what it really is, it scares you more or sooth you, if you hear a voice of someone who came to help.
Music in games is also a very important emotion maker. When you hear a soothing melody, you feel good. When you hear it turning dark, you get emotionally prepared. Aft
Surpass (Score:2)
Silent Hill 2 (Score:2)
*** SPOILER *** Your flashlight is used to find out where the monsters are in the dark and reveal them. It's ironic that your character finds the flashlight pinned on a mannequin that has his wife clothes, and is startled by the light illuminating him. Since at the end you find out that his wife didn't actually die of cancer, but was killed by him, and the whole alter
I have an idea, let's ask the choir. (Score:2)
If you're out there labeling yourself as a video gamer, I'd imagine that you would feel that way. I'll bet if you ask people who label themselves "movie goers" if video games already surpass ore will soon at least equal movies, they'd give a much different response.
Music (Score:2)
By the way, what's up with slashdot's formatting right now? Its strange!
Re:Too many emotionally retarded gamers. (Score:5, Interesting)
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?
Re:Too many emotionally retarded gamers. (Score:2, Insightful)
Because so far, a story in a game has not incited a revolution of philosophy or thought, nor has it created an enviroment where it is real enough to make you feel a connection to it.
The problem with the game is just that... it is a game. You have to play it. And a literary equivalent to an amazing story, great characters, and so forth generally means you have to sacrifice the gameplay to have add depth.
I'm really interested in the t
Re:Too many emotionally retarded gamers. (Score:3, Insightful)
It's incredibly rare that a book will do this either. Becoming more rare every day, in fact, because publishing is profit driven.
Everyone can disagree with me, but as far as I'm concerned, the gaming world has yet to produce a truly classic story with really memorable, deep characters. They are excellent, on the other hand, at creating pop culture icons that give us catch phrases.
I disagree with you on the most fundamenta
Re:Too many emotionally retarded gamers. (Score:2)
99.9999% of novels don't do either. Thousands of them are published each year, but when was the last time a revolution in philosophy actually happened for _any_ reason.
"nor has it created an enviroment where it is real enough to make you feel a connection to it."
Then maybe you've played the wrong games. Sure, if you play most FPS games or the "mindlessly click 20 times on 'build dwarf' and rush" kind of RTS, yes, they'r
Re:Too many emotionally retarded gamers. (Score:2)
The development focus on Oblivion seems to be on making combat and stealth more complex, while the size of the world and the number of plot related missions has been drastically reduced.
Barking up the wrong tree (Score:2)
Actually, not meant as an offense or anything, but you make a major confusion between what the publisher wants and what the gamers want.
E.g., you blame the disappearance of adventure games on gamers, which is just false. Y
Re:Homeworld (Score:2)
Re:Everyone's listing this, so am I... (Score:2)
There are so many good parts to VII, I'll just pass. I'd be typing for hours. One question.. why, Dupre, why..
For IX, the fanmade di
Re:let me be another to say... (Score:2)