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On Bringing Emotions To Videogames

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."

7 of 58 comments (clear)

  1. Don't get it by fredrikj · · Score: 4, Insightful

    A game that can evoke complex emotions - longing, despair, empathy - is the holy grail for some in the industry

    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?

  2. What is it I feel now if not emotion? by Tom7 · · Score: 4, Insightful

    Seriously, since when haven't games evoked emotion? When I was 8, Metroid scared the SHIT out of me. Whenever I was off exploring some lava-filled zone with my life bar beeping and that creepy music, I was on the edge of my seat with anxiety until I could make it back to the comfort of Brinstar. Quake 1's actively hostile environment had the same effect on me years later.

  3. Miyamoto and Wind Waker by Psykechan · · Score: 4, Insightful

    This is similar to the reason that Miyamoto gave on using "toon shading" for Wind Waker. Giving Link the ability to visually emote wonder, pain, anger, frustration, happiness, and resolve really does pull the player into the game.

    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.

  4. Anime & Squaresoft by Deimos_ · · Score: 1, Insightful

    Taking a page from squaresoft's book, I'd suggest doing what they've been doing all along and incorporating a richly complex plot line akin to some of the better anime's out there. IMO, square has done a magnificent job of this in their games.

    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 instance, I can only think of a single American TV show where I wanted the guy and girl to get together(xander and willow in btvs), although I was supposed to. Almost every anime I have watched I really wanted the guy and girl to get together.

    Another example is so called 'tear-jerkers'. As embarrased as I am to admit it, a number of anime series have caused me to tear up, but I can't think of a single american style plot line thats capable of doing that.

    Really I think it all comes down to quality of story telling used in games. Using bells and whistles as a substitute I think will not accomplish this but instead will make for more frustrating game play.

    Seems to me that game makers already have the frustration emotion down pat.

  5. The Quest for hours is at odds with emotions by Metex · · Score: 5, Insightful

    Personally I feel that Video games can tap into many emotions present in a gamer as long as there is no goal that is just there to add 100 more hours to the game or in a completly linear story line.

    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.

    --
    Never could figure out why my girl liked my bitch tits, then I found out she was a lesbian.
  6. Two words.. by scabb · · Score: 3, Insightful
    ..Grim Fandango

    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 gives me a buzz. :~

  7. Adrenaline (AVP2 spoiler, fair warning) by Cygnus17 · · 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 listening to what's going on over the communications link, i.e., hell breaking loose. I thought that whole scene was incredibly, incredibly cool, not the least because it was in real-time (no cut-scenes to detract from the flow).

    Emotional attachment in games is pleasant enough when it's done admirably, sure. But it still is a rarity that the storytelling and execution meshes that well... and the line between feeling actual empathy for characters and thinking, "Wow, this is getting corny." is difficult to walk for game designers since so much has to work right in order to suspend disbelief enough to make someone forget that it's just a "game".