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Sony's Phil Harrison Talks Emotion in Games

The increasingly enjoyable games coverage continues on the MTV site, despite the horrible flash interface. Stephen Totitilo sat down for a chat with Sony's Phil Harrison, and comes away with some interesting perspectives on the year. Mr. Harrison discusses Sony's outlook on their launch, the overall role of games in world culture, and the topic of game content as it relates to 'appropriateness'. Specifically, he dealt with the 'controversy' over Rockstar's well-received title Bully. From the article: "Harrison called it a 'storm in a teacup' stirred by politicians and media, embarking on a familiar argument that games aren't really just for kids. In this case, movies and books had delved into similar subject matter and seldom faced such protest. Did that give Harrison, someone with nearly unparalleled power to greenlight video games, any pause about the material he thinks he can offer gamers? 'It has absolutely not changed my approach,' he said. 'I fervently believe that the biggest challenge we face is that our industry is referred to as video games, and games are supposed to be fun,' he said, adding that games shouldn't have to only focus on light topics. 'Games should deal with fear, should deal with comedy and with death. They should deal with peril, with drug offenses.'"

64 comments

  1. Emotions in modern games by jfclavette · · Score: 4, Funny

    "Shit. I paid 60 bucks for THIS ?"

    1. Re:Emotions in modern games by kaizokunami · · Score: 1

      Closely followed by:

      "It's over already?!"

    2. Re:Emotions in modern games by LordKronos · · Score: 3, Funny

      "Shit. I paid 600 bucks for THIS ?"

      There. I fixed it for you.

    3. Re:Emotions in modern games by Anonymous Coward · · Score: 0

      No one's interested in the details of your midnight rendezvous.

  2. No flash! by wongn · · Score: 4, Informative

    The sane amongst you might prefer the plain HTML version: http://www.mtv.com/news/articles/1548258/20061218/ id_0.jhtml

  3. Strange turn of phrase by Pluvius · · Score: 1

    Anyone remember that episode of MST3K where they're making fun of one of the Gamera movies, and there's a little kid that's obsessed with the horrendous evil of traffic accidents? I was reminded of that when I read that list of primal emotions and concepts followed by "drug offenses." Didn't finish your point very well, Phil.

    Rob

  4. I doubt games will ever evoke much emotion by hey! · · Score: 1, Interesting

    Emotions are evolution's guide for us through situations that bear on our future well-being or survival.

    Games are ways of doing things that would, in the same real world situation, evoke very strong emotions. But you don't feel the same emotions in a game because the game is safe. You don't even feel the same emotions to a lesser degree; instead you feel emotions limited to your success or failure in the game: anxiety, frustration and happiness.

    What makes a game less emotionally immersive than a book or movie is that games reward emotional discipline. Strong emotional states interfere with absorbing and reacting to new information. In a game, strong emotion like panic leads to "choking", the failure to perform a task that you have perfected.

    Maybe you cried when ET died. The only way you could feel the same way in a game is if you had nothing to do. Perhaps there will be hybrid entertainment forms in the future having emotionally immersive and task immersive components.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    1. Re:I doubt games will ever evoke much emotion by Anonymous Coward · · Score: 2, Funny

      I think you misunderstood what Sony's Phil Harrison means when he says emotionally immersive; what he means is "In HD" and has very little interest in anything else.

    2. Re:I doubt games will ever evoke much emotion by trickydisko · · Score: 1
      Maybe you cried when ET died. The only way you could feel the same way in a game is if you had nothing to do. Perhaps there will be hybrid entertainment forms in the future having emotionally immersive and task immersive components.


      Who needs the future - these already exist! Many games already alternate between gameplay and cutscenes, with the passive cutscenes aiming to evoke various emotional responses. Perhaps the most prominent example (though certainly not the first) would be the death of Aeris in Final Fantasy VII.

    3. Re:I doubt games will ever evoke much emotion by markbt73 · · Score: 2, Interesting

      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: ....

      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."
      --
      "Oh boy! Are we going to try something dangerous?"
    4. Re:I doubt games will ever evoke much emotion by hey! · · Score: 1

      Yes, you make an interesting point, although your example smacks of melodrama.

      I was thinking less along the lines of payoffs (positive or negative), and more along the line of motivation. It would be interesting if you cared about a character beforehand, and emotional involvement impaired your performance.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    5. Re:I doubt games will ever evoke much emotion by spirit+of+reason · · Score: 1

      I disagree. Well-made RPGs do evoke emotion (provided you're paying attention to the plot and characters and not stupid leveling) for the same reasons that a book or movie may.

    6. Re:I doubt games will ever evoke much emotion by springbox · · Score: 1

      Ever played The Dig? The ending of that adventure game made me cry.

    7. Re:I doubt games will ever evoke much emotion by silentounce · · Score: 1

      Wow, what's that from? I think if I was in the middle of a game and actually knew what was going on then that would be a moving moment. I know that I've been occasionally been moved by well thought out games, but it is very rare.

      --
      There are many tongues to talk, and but few heads to think. -Victor Hugo
    8. Re:I doubt games will ever evoke much emotion by Grendel.Gaidin · · Score: 1

      There are a few games I have played already that have evoked an emotional response. Just like one poster the death of Aeris did in fact make me cry. I felt an amazing feeling of wonder when I first played myst. I most definately felt fear and suspence from just about every Resident Evil game. I came to care for Alyx Vance in Half Life 2. Now with any subjective medium mileage may vary but games have been made already that do this, and lets not forget a well orchestrated game of DnD. Oh and another one would be the Scene in Chrono trigger where your robot companion is mercilessly attacked by other robots while you are only able to watch. All it takes like a good movie or book is a story and characters that you can invest yourself in.

    9. Re:I doubt games will ever evoke much emotion by rudeboy1 · · Score: 5, Interesting

      I concur. Join a WoW guild run when they successfully bring down a boss for the first time, after weeks of trying. You, my friend will see hear more emotion on Vent than you know what to do with.

      --
      Raging in an online forum won't do anything for the world around you. To see change, you must take action.
    10. Re:I doubt games will ever evoke much emotion by Xymor · · Score: 1

      Before HD textures and realistic 3D models, they had to rely on storytelling to evoke an immersion. It seems that, for most people that is, all the flash makes up for no substance. Or, if you don't have enough money to spend on pretty graphics, just trow in "Mario" in the game title and millions will buy.

    11. Re:I doubt games will ever evoke much emotion by elrous0 · · Score: 2, Funny
      But you don't feel the same emotions in a game because the game is safe.

      I don't know. Those wiimotes are apparently pretty dangerous.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    12. Re:I doubt games will ever evoke much emotion by Original+Replica · · Score: 1

      According to in-game chat someone in EVE-Online lost a Titan class ship the other day (read: MONTHS of invested gametime) I'm sure they had some rather strong emotions.

      --
      We are all just people.
    13. Re:I doubt games will ever evoke much emotion by Anonymous Coward · · Score: 0

      Wow, what's that from?

      Planetfall, by Infocom.

    14. Re:I doubt games will ever evoke much emotion by MadHatter2005 · · Score: 1

      Damnit! Now you've gone and spoiled the surprise for me. I was going to play Planetfall one of these days...

    15. Re:I doubt games will ever evoke much emotion by dannycim · · Score: 1

      Maybe you cried when ET died.

      Dude, you forgot a *SPOILER* warning. Thanks for ruining it for me.

      Thank god for games, at least no protagonist ever dies in them. Did I mention I'm playing Final Fantasy 7 for the first time? Wow, Aeris really rocks, best character _evar_! :-)

    16. Re:I doubt games will ever evoke much emotion by PriceIke · · Score: 1

      Wow, I thought of Aeris almost immediately upon reading the abstract. Nice to know I wasn't the only one.

      --
      It's not a lie. It's the truth with lossy compression.
    17. Re:I doubt games will ever evoke much emotion by Kelbear · · Score: 1

      I enjoyed FF8 even though most people seem to hate it. I got the no-fight item at level 8 so I could go through the game just to see the plot and background story without getting held back by the game mechanics.

      Some games have a great story to tell, and like great stories from a book, they can evoke emotion.

    18. Re:I doubt games will ever evoke much emotion by xblackstatic · · Score: 0, Flamebait
      death of Aeris in Final Fantasy VII.
      Man, I wish people would stop flogging that dead horse. Was I really the only one who wanted her to die?
    19. Re:I doubt games will ever evoke much emotion by Kelbear · · Score: 1

      I'd like to chime in on Alyx Vance.

      If the reader would play through HL:Episode One in dev commentary mode, you get a lot of information on how much revision they had to make regarding Alyx Vance.

      -Realism. The original Alyx had problems with appearing lifelike. Graphically, she looked pretty realistic, but was like a dead body on strings which can be very disturbing. So some adjustments were made to make her feel alive. Things like breathing, blinking, and fidgeting are important to fill the illusion.

      -Crafted affection. Alyx Vance's lines were edited to make sure she never eggs the player on or teases too much. Originally she'd tell you what to do but this bossiness irritated players, instead she just shows the way and the developers tried to make it seem like your solutions were your idea. They want you to feel like you're in the lead, not being pulled around by the hand.

      -Voice and facial features. They hired on some serious researchers of facial communication for help in developing the technology that allows for the face motions. When synched with the proper emotional cues from voice actors, the two sources of communication support each other. Seeing Alyx freak out and hug herself after the train-crash with the mutilated slaves made me want to look for a hug or shoulder-pat button.

      The people working at Valve are well aware of one of the most popular interactions with NPCs. Gunshot to the forehead. Players tend to try and just blow away NPCs "just to see". I realized towards the end of HL:Episode One, was that this may have been the first time that I didn't really feel like trying to shoot an NPC in the face.

    20. Re:I doubt games will ever evoke much emotion by KrazeeEyezKilla · · Score: 1

      So in other words, since I'm emotionally invested in my life, nothing that happens in my life will be as meaningful to me as that emotional episode of Mama's Family

    21. Re:I doubt games will ever evoke much emotion by ThePiMan2003 · · Score: 1

      Was I really the only one who wanted her to die?
      YES!
    22. Re:I doubt games will ever evoke much emotion by GodInHell · · Score: 1

      death of Aeris in Final Fantasy VII. Man, I wish people would stop flogging that dead horse. Was I really the only one who wanted her to die? Well.. you and Tifa. :D

      -GiH
    23. Re:I doubt games will ever evoke much emotion by Bongo+Bill · · Score: 1

      I disagree. With well-characterized avatars and sufficiently intelligent stories, a game can be extremely powerful emotionally. I know I was quite moved by the ending to Shadow of the Colossus. The difference between games and movies is that A) games in general have attracted virtually no highly talented writers/storytellers, or at least not employed them in any way that enabled them to create sophisticated events, and B) games, being interactive, have a very different scope of emotions that they are well-suited to evoking, and there are very few writers who are skilled enough to competently explore that space. I think the few games that have had really, truly profound stories have mostly done so by accident or by mimicking film.

      --
      ...but is it art?
    24. Re:I doubt games will ever evoke much emotion by pythian · · Score: 1

      To an degree, that's different.

      Multiplayer games have a higher capacity for elliciting emotion than single player simply because the characters in the multiplayer games are other people.

      In your WoW example, if the situation was NPCs and you vs boss, the emotion wouldn't be nearly the same.

    25. Re:I doubt games will ever evoke much emotion by abradsn · · Score: 1

      Oh, my hand! How will I cash all my welfare checks now??? Guess I'll just have to sue Nintendo instead.

  5. A game should.... by TranscendentalAnarch · · Score: 1

    'Games should deal with fear, should deal with comedy and with death. They should deal with peril, with drug offenses.' A game should be a bad trip?
  6. Books, Movies, and Games by MiceHead · · Score: 2, Insightful

    In this case, movies and books had delved into similar subject matter and seldom faced such protest.

    One thing that heartens me is that movies, books, and music have covered these subjects and have been protested for it. In many cases, we're now on the other side of that: dealing with (some) tricky subject matter has become acceptable. We can use those mediums to talk about topics that are taboo.

    If that can happen for traditional media, it can happen for video games, and that's a Good Thing(tm). I'm optimistic.

    __________________________________________________ __________________
    Dejobaan Games - Bringing you quality video games for over 75 years.

  7. They let him out again... by Kirin+Fenrir · · Score: 0, Flamebait
    Sony's games on PS3 right now use "less than half" of the PS3, he said. "Nobody will ever use 100 percent of its capability."


    Sony, stop letting Phil Harrison talk! He takes something based in some truth (PS3 launch titles don't use the systems full potential), then states it in a way that makes him look ignorant. When your represenative looks like an idiot, so do you!
    --
    Caffeine is my anti-drug!

    Duranin - A NWN2 Roleplaying Persistent World
    1. Re:They let him out again... by HappySqurriel · · Score: 2, Interesting

      I actually saw that quote from a completely different perspective ...

      After hearing for months about how difficult the PS3 was to program for, I thought the quote almost sounded like he was admiting that the PS3's 'theoritical' performance would be far greater than the PS3's 'Actual' performance ...

      Maybe I'm wrong, but I suspect he meant the quote to be taken as "Think of how great games will be in the future" but I think it really says "You're paying $600 for a system based on promised performance which the PS3 will never meet".

    2. Re:They let him out again... by king-manic · · Score: 1

      Maybe I'm wrong, but I suspect he meant the quote to be taken as "Think of how great games will be in the future" but I think it really says "You're paying $600 for a system based on promised performance which the PS3 will never meet".

      What did they actually promise? They haven't been hyping any actual numbers or targets. Just an idea. So you can you not live up ot "better graphics" and "more complicated AI". The Ps2 did actually deliver on almost all of it's promises with a bit of a caviet that the AA sucked. Think MGS3, Ico, Shadow of the collosus, FFXII. All delivered solid graphics on ancient hardware.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    3. Re:They let him out again... by HappySqurriel · · Score: 1

      What did they actually promise? They haven't been hyping any actual numbers or targets. Just an idea. So you can you not live up ot "better graphics" and "more complicated AI". The Ps2 did actually deliver on almost all of it's promises with a bit of a caviet that the AA sucked. Think MGS3, Ico, Shadow of the collosus, FFXII. All delivered solid graphics on ancient hardware.

      Sony never delivers on their promise, but thats not saying their hardware is bad ...

      There were all kinds of promises around the PS2 that were not met; you'll quite often see someone mention how the PS2 was supposed to have "Toy Story graphics in Realtime" or that games like Metal Gear were supposed to be so detailed and interactive that you could "shoot paperclips off of a desk".

      Now, the PS3 has had a lot of promises made that may or may not come true ...
      http://youtube.com/watch?v=VRVAVdF8HLc

    4. Re:They let him out again... by GodInHell · · Score: 1

      Sony, stop letting Phil Harrison talk! He takes something based in some truth (PS3 launch titles don't use the systems full potential), then states it in a way that makes him look ignorant. When your represenative looks like an idiot, so do you!

      I have 2 hammers and a chain saw in my tool shed. When I need to cut down a tree I don't bring out the hammers just so I can say I used 100% of the features of my tool shed. Likewise for hardware.

      -GiH
    5. Re:They let him out again... by king-manic · · Score: 1

      There were all kinds of promises around the PS2 that were not met; you'll quite often see someone mention how the PS2 was supposed to have "Toy Story graphics in Realtime" or that games like Metal Gear were supposed to be so detailed and interactive that you could "shoot paperclips off of a desk".,/i>

      You may want to sorce those comments. The toy story one is a common one that has been mis attributed. That was gaming press. Sony never said that. Ditto with MGS.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    6. Re:They let him out again... by Anonymous Coward · · Score: 0

      No, Sony did claim that they could render one of the cutscenes from IIRC FF8, the ballroom scene, in realtime. Which was as, if not more, complex than Toy Story.

  8. Emotion Engine by jizziknight · · Score: 2, Insightful

    So that's what they were trying to do with the Emotion Engine.

    Seriously, though. To make a game as emotionally moving as a movie or book, there's needs to be a well-developed plot and rich characters that the player(s) can identify with and/or fall in love with. A lot of games lack one or both of those. Also, few games tell much of a story other than having you complete objective A, B, and C to fight Boss 4B and see the next cutscene. Until a higher level of depth is achieved, video games will not evoke much in the way of emotions. All the fancy graphics and great gameplay in the world will not evoke as much emotion as well-written plots and characters.

    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
    1. Re:Emotion Engine by king-manic · · Score: 1

      As odd as the plot was I cared a lot when Aeris died in FFVII. I got upset that the nameless one was condemned to hell and Deionarra story in torment upset me too. The Atmosphere of fratal frame also affected me. I agree completely it's all about well crafted story and atmosphere.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Emotion Engine by MenTaLguY · · Score: 1

      I think Ico and Shadow of the Colossus did pretty well on that count, actually, without explicitly fleshing out the plot or characters that much. Stringing together a few highly evocative elements with minimal distractions seems to be enough to get your brain to do the rest.

      --

      DNA just wants to be free...
    3. Re:Emotion Engine by nomadic · · Score: 1

      Stringing together a few highly evocative elements with minimal distractions seems to be enough to get your brain to do the rest.

      Text adventures did the same thing; games like Trinity or Planetfall had some very emotional moments.

    4. Re:Emotion Engine by MenTaLguY · · Score: 1

      Indeed. I think part of the problem is that most modern games are too invested in flash, blink and shine, and squandering their opportunities for being evocative. For a game to be really evocative requires either a full-on cinematic treatment (which tends to interfere with gameplay), or a really economical treatment which is minimalist in the same way good poetry is.

      --

      DNA just wants to be free...
  9. Hear, hear! by Anonymous Coward · · Score: 0

    Unless the story contains characters you *care* about in some way, the story will fall flat. It's best to have someone the audience can identify with (why do you think so many games have child superheros?), although a whiny or annoying character can be good fodder for the bad guys to kill off (good: the guy who gets eaten by the T-Rex while on the toilet in Jurassic Park, bad: Jar-Jar who *should* have gotten eaten by something big & mean).

    The quality of the story helps, too. If you're watching GI Joe, the war where absolutely no one ever dies (although tons of equipment gets destroyed), you're simply NOT going to ever believe that they're in mortal peril. Nobody dies, ever, for any reason. This is not true in better shows, although killing someone off for no good reason is stupid (e.g. Tasha Yar's first death was so bad, they had to revive her and give her a better send-off).

    Ultimately, I think that the quality of the writers shows through no matter how much you spend on the art department. Seinfeld was good, even though it was truly "about nothing", because of the quality of the writing. Babylon 5 was good because it had well-planned story arcs. However, X-Files pretty much fell apart when they tried to turn an unplanned mess full of holes into a story arc (although the earlier seasons were great, before you knew for certain that there was no big conspiracy in the backdrop, just lots of unrelated episodes with unrelated teasers).

    To be fair, it's damn hard to write anything interesting. But when people do it well, it really shows through, no matter whether it's episodic, character driven, story driven, or if the media happens to be a game, a TV show, a movie, a short story or a book.

    1. Re:Hear, hear! by Anonymous Coward · · Score: 0

      Prince of Persia: The Sands of Time was really good in this regard...sure, you were climbing and flipping and backstabbing the whole time, but the interaction between the Prince and Princess Farah made you really start to like them; the added fun of the Prince talking to himself about her as the game went on made the character really grow. By the end, you really tended to feel for both of them. Shame they tossed all that out for the second game. :(

  10. Emotion in Games by Tarinth · · Score: 1
    I recently posted about a similar subject elsewhere ( http://www.guildcafe.com/showthread.php?p=4261#pos t4261 ), but to net out my thoughts on this: the most memorable games are those that make you feel something. Years from now you won't care what the graphics look like, but you will remember how a particular game made you feel. If a game doesn't make you feel something (fear, elation, wonder, romance, or whatever) I think you'll forget about it.

    I still remember how Ultima VII made me feel 15 years ago, or Planetfall before that. Baldur's Gate and KOTOR1 also did a good job in more recent history. It appears to be a waning art, however.

  11. The guy's got a point by thatguywhoiam · · Score: 2, Insightful

    On his particular quote in the summary, I definitely agree. 'Video games' has the same stigma that 'comic books' have languished under for many years, and perhaps gives us a hint as to how much hope we can have of altering that. It is interesting to observe, for instance, that most people seem have no idea that the video game industry has been generating more cash than the movie industry for several years now. That is but one metric, but the Jack Thompsons of the world would have you believe that this new interactive medium is somehow corrosive to one's personality - I would think that this argument had been beaten to death back when RPGs were supposed to be making teens kill themselves, etc.

    --
    If Jesus wants me it knows where to find me.
  12. Interesting by thatguywhoiam · · Score: 3, Interesting
    Trying to watch the video from Toronto results in:

    COPYRIGHTS RESTRICT US FROM PLAYING THIS VIDEO OUTSIDE THE U.S.

    Note to MTV: my personal Emotion Engine is registering MILD ANNOYANCE

    --
    If Jesus wants me it knows where to find me.
  13. Pyramid Head says whine. by Peterus7 · · Score: 1

    Silent Hill. Half the people who play Silent Hill 1 or 2 end up crying, either by the scene where Lisa turns or James watches the video. It's depressing as all hell.

    1. Re:Pyramid Head says whine. by utway · · Score: 1

      I think atmospheric music also played a part there.

  14. Mod me flamebait by Guppy06 · · Score: 0, Flamebait

    "The increasingly enjoyable games coverage continues on the MTV site, despite the horrible flash interface. Stephen Totitilo sat down for a chat with Sony's Phil Harrison, and comes away with some interesting perspectives on the year."

    An interview with an executive from a game company that hardly focuses on playing games any more on a music channel that hardly focuess on playing music any more. Perfect!

  15. Can't get the Video to work on my Wii browser by WillAffleckUW · · Score: 1

    Why don't they support Opera?

    --
    -- Tigger warning: This post may contain tiggers! --
  16. Breakfast Club, The Game! by scolen2 · · Score: 2, Funny

    I am completely outraged at how my kids are playing a game where the only way to lvl is to smoke pot in the back room, Yell profranities at teachers and break school property!

  17. Emotions in Gaming by Atrox666 · · Score: 2, Informative

    Emotion in media does not have much to do with screen resolution in fact surprisingly the opposite is true.

    It seems that media (called cool media) where the consumer's brain can fill in the blanks is more emotionally immersive. Interactivity also cools the media which is why /. is so much more fun than the newspaper.

    If you're interested in that sort of stuff then there is simply no better book than Marshall McLuhan's "Understanding Media:The Extensions of Man".

    Here's the Wiki page on McLuhan for those who don't read dead trees http://en.wikipedia.org/wiki/Marshall_McLuhan

    Something like the Wii invokes emotion by an inductive process of using physical sympathy with the character to create immersion and emotional empathy. This is why HD graphics were not a priority on the Wii.

    I've actually designed and done proof of concept on a system where a galvanic skin response meter is used along with a coil for breath rate and a pulse monitor to determine changes in stress levels.

    This is great for horror games.
    By exposing the user to a calibration sequence of stimuli like spiders, rats, simulated falling etc you can fairly accurately determine what really freaks people out and use that against them.

    The effect is that if rats scare them then rats will scurry out of every corner. If spiders make their blood run cold then the place will crawl with them.
    It's kind of like dynamically generating their own personalized nightmare.

    It's a simple database selection to change one type of monster to another and if I ever get funding for it then you'll see just how emotionally interactive a video game can be.

    Here's a link to the affective computing project at MIT http://affect.media.mit.edu/index.php

    They've done some great lab/theory work but failed to put it to any good use as is typical of academia.

  18. Saint's Row by GodInHell · · Score: 0, Troll

    "Shit. I paid 60 bucks for THIS ?" Ah my friend, I see that you too have completed Saint's Row.

    -GiH
  19. Poor Phil by GodInHell · · Score: 1

    He was just describing a typical day on the job at Sony, begining with fear, and ending with death or drug use.

    -GiH

  20. Cut Scenes by GodInHell · · Score: 1

    Maybe you cried when ET died. The only way you could feel the same way in a game is if you had nothing to do. Perhaps there will be hybrid entertainment forms in the future having emotionally immersive and task immersive components. Hold on.. I'm having a flash of insight!

    Perhaps there can be a break in the action.. a cut away from control.. in which you would passively watch the action like in a play or movie.. hmm.. but what shall we call my mad idea?

    -GiH
    Don't get angry, I'm just joshin ya :).

  21. D&D does cause suicide! by GodInHell · · Score: 1

    Look at me.. I've been playing for years and I'm bleeding out right now.

    -GiH

  22. Shadow of the Colossus by trickydisko · · Score: 1
    your example smacks of melodrama


    The death of Aeris in FF VII is far from melodramatic - a notable feature of the game is that the protagonist, Cloud, is generally understated in his response to the situations he finds himself in.


    I was thinking less along the lines of payoffs (positive or negative), and more along the line of motivation


    I recommend Shadow of the Colossus as an example of a game where emotional motivation is central.


    I wouldn't say it impairs the player's performance, but then it shouldn't, IMO. It's not in the player's interest to have a conflict between playing the game to its fullest, and playing it well.

  23. ge'e cai by Cybert4 · · Score: 0

    pe'i le cinmo po'e le skami kelci cu banli

  24. Stigma by Anonymous Coward · · Score: 0

    Much of the stigma to games as far as their art design and story telling is fairly justified. Like all new media, games are desperate to keep the public buying. The result is that games often feature 'stories' which are gratuitious, cliche or even all together incongruous.

    Many people have compared games to another 'young media' called comics. Comics and games share an audience, one that generally abhors the mainstream media. There's no reason that a comic can't be about true crime [too many to list], just like you can make a game about Desperate Housewives.

    Games and Comics don't want to be ligitimate. A fairly big chunk of their appeal comes from an appeal to misfits, and as long as that's where they aim the money beam they have a guaranteed income. This quote from Phil is just a knowing wink, "Hey. We get you..."

    The exception? Games without stories like Madden, Gran Turismo and The Sims. It's these games that have people buying entire systems just to play them. Eventually, they pick up something like Soul Calibur or Halo and the next thing you know there are more gamers.

    Ironically, it's these-- the least emotional --games that are legitimizing the industry.