Slashdot Mirror


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."

10 of 58 comments (clear)

  1. It's all about the everything. by Lord+Graga · · Score: 5, Interesting

    It's hard to get feelings into games, and it has allways been. But there are still lots of peoples who has succeeded upon it, and companies like Square-Enix (Former Squaresoft) has mastered the concept of creating emotions to fit the games. Many Final Fantasy games had this element to make them unique (so goes for the rest of the SNES rpg's they did).
    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).

  2. KOTOR comes close by Neoptolemus · · Score: 5, Interesting

    Interactive dramas where it's possible to form deep, friendships with virtual characters?
    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.

  3. Nothing New Under the Sun by superultra · · Score: 5, Interesting

    ICO is, of course, an excellent example and is probably one of the best modern exhibits of emotion in games MSNBC could have used (too bad they robbed it of that by spoiling the rather poignant ending). I like that someone mentioned KOTOR, as that probably consisted of the most cinematic emotional attachment I've ever experienced in a game (and most certainly Episode I & II).

    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 (and I'll save you the MSNBC treatment and not give away the ending). Facade sounds remarkably like Space Bar 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 gets no love, even though it do created emotional attachments but within the context of a deceptively standard fare RPG.

    More recently, interactive fiction (a fancy phrase for text adventure) has evolved to produce some amazingly emotional games as of late. After finishing the 30 minute Photopia, 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?

  4. Different styles of "emotional" involvement by Funky+Ferret · · Score: 5, Interesting

    The article starts by talking about how you'd feel after losing a squad RTS-type thing. That's a world away from Ico or Final Fantasy.

    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.

    1. Re:Different styles of "emotional" involvement by Anonymous Coward · · Score: 1, 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...
      This is what I really want to see someone do with the Stargate SG-1 license. It would lend itself perfectly to a story-driven squad-level tactics game, but only if you weren't in control of SG-1 itself. Say the game starts with you given command of a new SG team. You go out on missions of all kinds, just like on the TV show, all the while your squad is developing a level of comaraderie that would be impossible in a less story-driven game. If a member of your team dies, then he gets replaced by a rookie that you have to bring up to speed quickly lest he also die quickly, and the rest of the squad will react to the death of their comrade and his replacement according to the friendship they had developed. Combine this with a truly branching story line based on degrees of success and failure in each mission, and I'd be hooked for the rest of my life.
  5. Re:What is it I feel now if not emotion? by aanand · · Score: 2, Interesting

    There's no denying that games can invoke an emotional response from the player, but they're typically limited to a very small set. Games are fantastic at fear, excitement and victory, but there's very little else.

    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 very convincing sense of cameraderie.

    Online competitive games are another area where genuine emotion can run high, but again the range is limited to a small set of extremes - a notable exception being PSO, which (if you played with the right people) offered a huge amount of kindness and cooperation. The kind of thing Facade seems to be aiming for is a lot more interesting, though it could very easily go horribly wrong. The only similar game I know of is Galatea.

    I've just remembered what my favourite gaming-invoked emotion is, actually: wonder. Set a game in the right kind of world, pull it off well, and simple exploration can be astonishing. A good example is Noctis, where exploration and discovery is the entire point of the game. It pulls it off marvellously, and is a refreshing antithesis to conventional gaming wisdom on almost every front.

  6. I thought first of Wind Waker by Syncdata · · Score: 3, Interesting

    Indeed, the scene with a swelling orchestra, and link waving did bring up feelings for the two, just as tetra comically breaking the moment caused me to feel embarrased at the extent of my absorption.
    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.

    --
    "Inattention makes clowns of us all" -Bean
  7. Square is overhyped by Anonymous Coward · · Score: 2, Interesting

    The problem with Square's games is that there is no actual game embedded within the product. Unless repetitive "random encounters", a level treadmill - and clicking "next" on a trillion annoying NPC speeches - is your definition of good gameplay.

    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're playing a game. It's because all the important parts of the product that further the story consist of pre-rendered movies. It's very, very easy to invoke emotions with movies because people just sit along for the ride, and there's a bag of tricks from 100 years of cinema that can be used to influence the passive viewer's emotions.

    If you want emotion from *gameplay*, try picking up "Ico" on the Playstation 2. It's almost the "anti Final Fantasy" because of it's extremely delicate and haunting approach to making a game. Based on what you've said - you'll absolutely love this game.

  8. Random, yet somewhat relevant thoughts by NedR · · Score: 3, Interesting
    I remember reading elsewhere that Warren Spector once said "games are the only medium that can make a person feel guilt for the actions of a fictional character."

    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.

  9. Big Brother is taunting you when you lose a life by spyrochaete · · Score: 2, Interesting
    How long before games your actual emotions are incorporated into a game? With devices like the PS2's Eyetoy, a game could interpret your facial expression and change the game accordingly:

    • Game character's facial expressons reflect yours
    • Game gets easier as you get more frustrated
    • Game gets harder as you get more frustrated
    • NPC love interest consoles you when you are sad
    • NPC nemesis taunts you when you are flustered
    • Cutesy characters jump all over the screen and scream when you smile (wai wai!)
    • Ghosty figures and strobe lights flash when you are afraid
    Spooky huh? How many people would literally fall in love with NPCs because of this? How many would have seizures? Nightmares? Game addictions? Paranoia?