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Games Can Make Us Cry

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."

5 of 170 comments (clear)

  1. Emotions from games? duh! by grub · · 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] 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.

    --
    Trolling is a art,
    1. Re:Emotions from games? duh! by XenoRyet · · Score: 5, Insightful
      As far as crying goes, I think the games are still far from having a script with enough character development to equal The English Patient or Schindler's List*. People want to control characters and kick ass, not watch FMVs in which their character gives a monologue on how much better a human being he could be (no pun intended).

      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.

      --
      If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
  2. Books are victorious by Avacar · · Score: 5, Insightful
    Games have definitely been on par with Movies or shows for years, in my opinion. One of the scariest things I ever did was play SystemShock2 in the dark... looking back, the graphics to that game weren't even anything special, but the story telling and atmosphere certainly surpassed some movies I've seen. I've also certainly felt joy at winning games, or joy 'with' the protagonist of a game as they accomplish something.

    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.

  3. Stories by Godeke · · Score: 5, Insightful

    While the emotionally unstable RPG player comment was amusing, the reality is that we react emotionally to stories. RPGs usually provide more story content (character development, background information about the world, complex interactions between the characters) than other games, so it makes sense that RPGs would be among the first games to elicit emotional responses.

    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.

    --
    Sig under construction since 1998.
  4. Top Four Moments by MiceHead · · Score: 5, Interesting
    I've posted these before in a similar /. thread, but for me, there are easily four cases that fit the bill for Bowen's analysis:

    #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:
    "Looks dangerous in there," says Floyd. "I don't think you should go inside." He peers in again. "We'll need card there to fix computer. Hmmm... I know! Floyd will get card. Robots are tough. Nothing can hurt robots. You open the door, then Floyd will rush in. Then you close door. When Floyd knocks, open door again. Okay? Go!" Floyd's voice trembles slightly as he waits for you to open the door.

    ] OPEN THE DOOR

    "The door opens and Floyd, pausing only for the briefest moment, plunges into the Bio Lab. Immediately, he is set upon by hideous, mutated monsters! More are heading straight toward the open door! Floyd shrieks and yells to you to close the door."

    ]CLOSE THE DOOR

    From within the lab you hear ferocious growlings, the sounds of a skirmish, and then a high-pitched metallic scream!

    Time passes...

    You hear, slightly muffled by the door, three fast knocks, followed by the distinctive sound of tearing metal.

    ] OPEN THE DOOR

    Floyd stumbles out of the Bio Lab, clutching the mini-booth card. The mutations rush toward the open doorway!

    ] CLOSE THE DOOR

    And not a moment too soon! You hear a pounding from the door as the monsters within vent their frustration at losing their prey.

    Floyd staggers to the ground, dropping the mini card. He is badly torn apart, with loose wires and broken circuits everywhere. Oil flows from his lubrication system. He obviously has only moments to live.

    You drop to your knees and cradle Floyd's head in your lap. Floyd looks up at his friend with half-open eyes. "Floyd did it ... got card. Floyd a good friend, huh?" Quietly, you sing Floyd's favorite song, the Ballad of the Starcrossed Miner:

    O, they ruled the solar system
    Near ten thousand years before
    In their single starcrossed scout ships
    Mining ast'roids, spinning lore.

    Then one true courageous miner
    Spied a spaceship from the stars
    Boarded he that alien liner
    Out beyond the orb of Mars.

    Yes, that ship was filled with danger
    Mighty monsters barred his way
    Yet he solved the alien myst'ries
    Mining quite a lode that day.

    O, they ruled the solar system
    Near ten thousand years before
    'Til one brave advent'rous spirit
    Brought that mighty ship to shore.


    As you finish the last verse, Floyd smiles with contentment, and then his eyes close as his head rolls to one side. You sit in silence for a moment, in memory of a brave friend who gave his life so that you might live."
    I still get vaclempt after reading the last line. You gotta problem with that!?