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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. "

5 of 108 comments (clear)

  1. 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 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.

  2. 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?

  3. 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."
  4. 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.