On Provoking Emotions Via Games 108
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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Here's an idea. (Score:5, Insightful)
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?
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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.
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Why would you want to though? I mean, that's the whole point of art.
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With Shadow of the Colossus, you have to kill the Colossi to advance in the game. There is no other way around it. The intense emotions that I derived from Shadow were the sense of depression and isolati
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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
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Actually, no. What decides which ending you get is whether or not you join Bastila on at the roof of Rakatan temple. If you do, you get the bad guy ending; if you don't you get the good guy ending.
Any significant decision in a
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Interesting, what was the good/evil score then for?
### Any significant decision in a game does, by definition, either increase/decrease some internal variable or set a flag, since otherwise it could not influence any future events and therefore not be significant.
The thing is that decisions shouldn't be 'good' or 'evil' and be messured on a 1D bar. If I help a group of people, the game sho
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Maximum goodness, which turned into neutrality after deciding to join Bastila and killing several of my companions in the aftermath.
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Well people look for different things in art. For most people games are entertainment, a time killer. Like TV is today and books and plays were in years past. Just something interesting to do for now. People like me look for a story, something I can think and talk about. Because of this I love RPGs and I'm currently very into HL2. Other people who play Halo and madden look at games as sport. A way to compete with their friends. The same game can cause two different pe
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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
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Of course, usually when people mean "emotion," they mean the relatively maudlin and banal elements of melodrama like the death of Aeris in Final Fantasy. Sentimental manipulation isn't aesthetically interesting to me even in film: the drier, more contemplative and less apparently emotional (but aesthetically and intellectually captivating) work of someone like Godard strikes me as a lot more artistic than swelling violins and melodramatics of standard Hollywood fare.
A valid point, but that is still an emotion. Different people are captivated by different types of art, and because you don't enjoy the melodrama, and enjoy something else, does not illegitimize, in the least, the experiences of those who do. Thus, games ARE provoking emotional responses in people.
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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
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Shadow of the Colossus (Score:3, Interesting)
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I remember when I realised, after reading one of the owl statues, exactly what it was I was trying to do and what that would mean for Koholint Island, and for the people there and the Animal Village and... and for Marin...
I should have thrown away the sword there and then and gone back to the village and settled down and raised a family. Had a small farm. Told tall tales to the grandchildren about my younger days as a fa
The Wind Fish Reloaded (Score:2)
and for the people there and the Animal Village
If animal village in Link's Awakening is the dream of the Wind Fish, whose dream is any given town in Animal Crossing?
Hell, I should have gone away and played Harvest Moon instead.
Why not Body Harvest?
That would have been the decent thing to do.
That would have been a very bluepill [wikipedia.org] thing to do.
But instead I persevered and I defeated the nightmares and woke the Wind Fish.
In a way, so did Keanu Reeves in The Matrix.
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Not quite. The inhabitants of the Matrix were real humans, wired up in just the same way as the protagonist. The inhabitants of Koholint Island were all part of the Wind Fish's dream. And escaping the Matrix does not necessarily destroy the Matrix, or harm the people left behind; escaping Koholint required that the Wind Fish be awoken and the dream ended. Escaping Koholint meant the end for of all its inhabitants.
If Morpheus offered you the two pills and
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Madden 200x (Score:4, Funny)
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.
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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
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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
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Re:You muust Euthanise it! (Score:5, Insightful)
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.
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"Looking good" does not mean "flashy new graphics". "Looking good" means having some actual art direction, and a look that is its own.
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Portal (like most of the orange box ) has a lot of subtle graphic enhancements.
"Graphics enhancements" are not what I am talking about. I am talking about art direction. Everything you mention is technical details, which are merely tools used to create the look of a game. The tools themselves are worth nothing, artistically. It is what you do with them that counts.
But more importantly, you also need to do things with the old and tired technical aspects, like simple modelling and texturing. This is where Portal fails, because it looks incredibly bland.
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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
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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 yo
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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
Swat 4 is the only one that has got close... (Score:1)
Frustration and disappointment ... (Score:3, Interesting)
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 th
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mix it up a little (Score:2, Funny)
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.
Provoking emotion? (Score:3, Funny)
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Kana: Little sister (Score:3, Interesting)
Read this review [mobygames.com], the guy felt the same.
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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?
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you'll laugh, but i play bishoujo games for the story only and skip all h-scenes.
kana and crescendo were the best for me so far.
come on (Score:2, Insightful)
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Nooooooo!
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Well you didn't have to lose Iolo, since it wasn't a necessary part of the game.
I will say, emotion or no, Ultima V makes my top 5 of all time list.
Don't forget (Score:2)
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.
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Music (Score:5, Interesting)
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I also remember how excited I felt in Dragon Warrior 4 when I finally got to the chapter with my warrior that I created at the beginning of the game. I don't even know what pulled me into the game that much, but that was a great game.
Not Oblivion, but Morrowind (Score:1)
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Sad Girls in Snow (Score:2)
Emotions in games (Score:2)
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
Dogmeat!!! Don't get between me and the.... (Score:4, Funny)
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 togethe
Single-player Doom was great for this... (Score:4, Insightful)
Some of them still do.
Am I the only one? (Score:2)
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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.
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On-topic, I didn't cry at any point during FFVII. FF8 and FFX made me get pretty choked up at points though.
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Then again, Kingdom Hearts has made me feel violent towards whoever programmed the camera!
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For the record, I've been enjoying XII. But
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Hm. I think FFX has the second-best plot, after VII, but that's just me. At any rate, the scene where Tidus is fading away really does almost make me cry. It's really sad.
Same in FF8 when Squall is trapped in the dimensional limbo, and is dying. That, and his reunion with Rinoa, were powerful moments for me.
Alter Ego (Score:4, Interesting)
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.)
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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.
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What compromises immersion (Score:1)
I commit emotionally to a tattoo. Less so, a haircut.
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white chamber (Score:2)
Animal Crossing: Futility. (Score:4, Funny)
I Robot (Score:2)
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)
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)
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
ICO (Score:1)
Silent Hill (Score:1)
As that horn whispered into the fog, you
Torment, anyone? (Score:1)
Photopia, Blue Chairs (Score:2)
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.
Mod parent up! (Score:2)
Link (Score:1)