Slashdot Mirror


On Provoking Emotions Via Games

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. "

1 of 108 comments (clear)

  1. Re:Shadow of the Colossus by meringuoid · · Score: 0, Offtopic
    For me, the first game that ever did that was The Legend of Zelda: Link's Awakening.

    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 famous swordsman in Hyrule. Hell, I should have gone away and played Harvest Moon instead. That would have been the decent thing to do.

    But instead I persevered and I defeated the nightmares and woke the Wind Fish. And the rest was inevitable...

    --
    Real Daleks don't climb stairs - they level the building.