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. "

13 of 108 comments (clear)

  1. Shadow of the Colossus by flitty · · Score: 3, Interesting

    When I first beat Shadow of the Colossus, I'm sure i'm not the only one who thought, "My god, what have I done?" I've never had another game make me questions my actions within the game before. It was wonderful.

    --
    Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
  2. Madden 200x by CrazyJim1 · · Score: 3, Funny

    That game pisses me off so bad when my friend scores more points than me.

  3. You muust Euthanise it! by Dr.+Eggman · · Score: 4, Interesting

    "Although the incineration process is extremely painful, eight out of ten Aperture Science engineers believe your companion cube probably can't feel pain."

    If there's been one game that evoked emotion in me this year, it was Portal. From dread and fear when discovering the ratman's nest, to shock when I saw the fire pit open up, and consistent joy in solving the puzzles or hearing GLaDOS speaking. Portal's minimalist beauty, awesome execution, and wonderful writing puts it at the top of my "games are art" arguments list.

    --
    Demented But Determined.
    1. Re:You muust Euthanise it! by Kelbear · · Score: 3, Insightful

      I would have also pointed to portals.

      There are many places where games cross over into other genres of art and can make something of themselves under that category. Via sound, art, cinematics, story, they can become art just like music, paintings, movies, books...but how about art as a game?

      Portals defy reality and show us in real-time an impossible world with impossible gameplay. A big part of the wonder in Portal was that your brain now was now wrestling with a wholly unfamiliar phenomenon and this gameplay, most importantly, is interactive. It's a game.

      So this distinction of the portals is where I would point to when using Portal as an example of games as art. Because without the idiosyncratic traits of games being art, then it's just looking at already recognized facets of art in the game and then pointing them out as art, which is only showing that games contain that kind of art, not that gaming itself can be a form of art.

    2. Re:You muust Euthanise it! by Abcd1234 · · Score: 4, Insightful

      Hmm:

      What Portal has: unique, groundbreaking gameplay (well, aside from Narbuncular Drop, which pioneered the idea), great voice acting, good plot/writing (not incredibly involved, but surprising for what I expected was a simple puzzler).

      What Portal doesn't have: flashy new graphics.

      Are you suggesting the latter is somehow more important than the former? Really? That's pretty sad, if that's the case.

    3. Re:You muust Euthanise it! by EtoilePB · · Score: 3, Insightful

      Yes. Very, very yes.

      In fact, the Weighted Companion Cube chamber is one of the most cleverly emotionally manipulative media moments I've ever come across. I mean, Hollywood's got emotion-manipulating down to an art and science but that room in Portal blew right past it.

      Because, of course, who would ascribe thought or emotion to the cube if GLaDOS didn't tell you not to? And would you mind incinerating the cube as much if she didn't tell you to "euthanize" it? I genuinely pouted at my computer when I had to put the cube in the fire. The Weighted Companion Cube is, after all, your first ally in the game. And Portal manages to make you feel iffy about sacrificing an inanimate object for your own gain.

      I also got chills the first time I heard one of the shooting turret things tell me, "I don't blame you."

  4. Here's an idea. by Moryath · · Score: 4, Insightful

    Print out the Pac-Man screen 9 times, each time through a different color filter.

    Arrange them on canvas.

    Sell it to a museum for $millions as an "authentic warhol tribute."

    Movie posters are considered "art." Movie boxes are considered "art." So are the movies inside.

    How many video games have to come with posters and boxes before the thing inside is viewed as art as well?

  5. Music by king-manic · · Score: 4, Interesting

    I find my emotions being toyed with via the music more often then anything else. As well crafted as the plot is in planescape, Deionarra Theme did more then any words. FF6 may have had a nice interesting story but it would not have been ass successful with a lesser sound track. I find thats what fails about other games for me. Oblivion never moved me at all because of it's rather generic sound track. ditto for the fallout games.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  6. Dogmeat!!! Don't get between me and the.... by vertinox · · Score: 3, Funny

    *burst fire*

    Nooooooooooooooooooooooooooooooooo!!!

    *bangs keyboard angrily*

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  7. Single-player Doom was great for this... by Richard+Steiner · · Score: 3, Insightful

    I learned to use my ears as much as my eyes when going through the single-player levels, and there were certain creature sounds on Doom that would just send shivers up my spine whenever I heard them.

    Some of them still do. :-) :-)

    --
    Mainframe/UNIX Bit Twiddler and long time Windows/Linux Hobbyist.
    The Theorem Theorem: If If, Then Then.
  8. Re:Games don't have good story by Mathonwy · · Score: 5, Insightful

    Going to nitpick your nitpick a bit, I think: Story != presentation. Story is how you would summarize the game to your friends. Presentation is how the game tells the story to you.

    $50,000 cutscenes are one way of presenting story.

    So are in-game events.

    So are random notes you find in the game environment that hint at what happened.

    So are NPC dialogues.

    Games that have $50,000 budgets for CG doesn't mean that they have $50,000 stories. It just means that they thought the best way to present their story was with massive FMV. (hint: They're usually wrong.)

    I know the moderators will punish me for this one, but people always say Half-life had an excellent story.

    In my opinion, these people are on crack. Half-life's story sucked. Seriously. Think about it. Story: "We accidentally made a portal, and it kinda goes to the world of evil aliens, so they invaded. Hooray! This guy in powered armor killed an implausible number of them, and ended the invasion! We're saved!"

    Where have I heard that story before? Oh yeah. Doom. Which people seldom accuse of being the height of literature.

    What Half-life DID have (and had in spades) was PRESENTATION. It presented the story extremely well by never breaking first-person view, and "showing, not telling". So even though the story was utter crap, it was fun to have told to you, because they were telling it in a way that was completely novel at the time, and that you could explore and trigger at your own pace. The story didn't feel like it was being TOLD to you, it felt like it was HAPPENING to you.

    So yeah, games can be art because of the interaction, but they can also be art because of the story they are presenting, through the interaction. I think I basically agree with your point - if you take a game, and just throw some unchanging story in between levels, then you have Final Fantasy, or, as I like to call it, "graphic novels punctuated by minigames". But there are also games that have been art specifically BECAUSE of their story, and the way the game made you feel like you were in charge of it and calling the shots, and that it felt awesome.

    Planescape:Torment is a good example of a game that was like this.

    Games can also be art when they present a story that is mostly static, but that is presented in a way that lets the player explore it and all the ramifications. Mind Forever Voyaging is a good example of this.

    Heck, games can even be art based purely on their visual presentation. I think you could make an excellent case for Okami, purely on the grounds of its graphical style alone.

    Sorry, I'm getting a bit far afield here. Back to the point: Games can be art because of the story. Or just about anything else. The interaction isn't the art in itself; the interaction is the "special sauce" that lets you explore the aspect of it that IS art, and makes it more than it was originally, due to the personal connection. Whether that aspect is story, graphics, or who knows what. Just because some studio dropped $50k on trying to make some flashy FMVs as a misguided attempt to cover up the fact that their story wasn't good, doesn't mean that games can't be art because of story.

  9. Alter Ego by Darkforge · · Score: 3, Interesting

    Like the game says: What if you could live your life over again?

    If you make it all the way to the end of this game and you don't feel anything, you're not really a human being. ;-)

    (Full disclaimer: I ported AE to the web from the Commodore 64.)

    --

    When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

  10. Animal Crossing: Futility. by tepples · · Score: 3, Funny

    A month after I paid off my house in each Animal Crossing game, the emotion of realizing that my actions are futile came upon me: "Why am I still doing this?"