Do Gamers Enjoy Dying in First-Person-Shooters?
Ponca City, We Love You writes "Brandon Erickson has an interesting post about an experiment on players' emotional reactions to killing and being killed in a first-person shooters (FPS) with a group of students who played James Bond 007: Nightfire while their facial expressions and physiological activity were tracked and recorded moment-to-moment via electrodes and various other monitoring equipment. The study found that "death of the player's own character...appear[s] to increase some aspects of positive emotion." The authors believe this may result from the temporary "relief from engagement" brought about by character death. "Part of this has to do with the intriguing aesthetic question of precisely how the first-person-shooter represents the player after the moment of death," says Clive Thompson. "This sudden switch in camera angle — from first person to third person — is, in essence, a classic out-of-body experience, of exactly the sort people describe in near-death experiences. And much like real-life near-death experiences, it tends to suffuse me with a curiously zen-like feeling." An abstract of the original article, "The psychophysiology of James Bond: Phasic emotional responses to violent video game events" is available on the web." Obnoxiously this alleged scholarly research is not available for free, so we'll just have to speculate wildly what it says based on the abstract.
I've always preferred servers and games (DoD for example) that provided an instant 'blackout' effect on death.
It always annoyed me to spend a great deal of time moving my character into a unique hiding spot, only to have someone suicide rush me after my position was betrayed by the after-death features that pointed directly to my location.
Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
Only when it is an interesting death, or a particularly cool suicide move - sorta like the teleporter "accidents" in classic Quake/QuakeWorld
Don't blame me, I voted for Kodos
I recall the glory days of quake world. There was no feeling like camping in the dark and seeing a quad rocket launcher coming in your direction. You just knew it was over the only thing you could do was pay homage to whichever POS it was who sighted you hung on some rune in a dark corner.
I have a much more simple explanation. Players like it because it means that they're not being ignored. Having "friends" that pay attention to you is a huge plus for geeks.
When I die in COD 4 while defending an objective, or simply beat out by someone more clever/luckier than I am when running the map, it is fine. Especially if the death is in a last ditch effort against a group of players while defending in Headquarters or Domination.
What gets me angry, cursing and fuming, is dieing pointlessly to helicopters, martyrdom and other elements which detract from skillful play. I also dislike dieing after spawning with my back to someone pointing a gun to my head, or dieing from a grenade that landed right where I was spawning.
So I think it really comes down to what kind of "death" it is.
If you don't vote, you don't matter, so don't waste your time telling me your opinion
Have you ever played a FPS where you're on the clearly better team and you just clobber the other guys for several rounds? For me it gets old real fast and I'll go find a more balanced server. If you're dying, you're at least being challenged. Its motivating and sometimes it gives you a particular opponent to gun for.
If you run the same test on roller coaster passengers, I suspect that many might show a similar response at the end of the ride. At that point, you might reflect on your total experience. If you had a good time, you might smile desire to go again. If you're disappointed, your face might sag into a "What? That's it?" expression.
When I played Counter-Strike, I'd be very pleased upon my death if I managed to take down more than two opponents per round. Death is just the end of the ride and getting upset by it every time seems rather childish to me.
I can understand the disappointment from a poor death, though. Fsking AWPs. ^_^
Sure, everyone prefers winning a game over losing, but as Hunter S. Thompson said, "Learn to enjoy losing." The best example of this in recent memory is Team Fortress 2. I haven't enjoyed a multiplayer FPS since the original Quake, mainly for the reason that everyone is better than me and I didn't enjoy consistently placing third-to-last. I'm really not any better in TF2 but the game is so well balanced, so stylish, and fast-paced that I smile or laugh every single time I'm defeated. It's a pleasure that keeps me playing.
A good game is one that acknowledges that the task you're given is too big for just one guy, but that's all you are. Play in the world and try unconventional tactics. If you fail, fail spectacularly. It's less fun to do so in the real world.
@ -- your liver
...which is that the authors are basing their conclusions on the premise that physiological responses are purely indicative of specific emotional states. This is a position people like Ekman take as well, and it's easily falsified. Russell reviewed the literature around 2000 or so and found that, in fact, emotional displays are at least somewhat socially motivated and don't always equate to specific emotions in a one-to-one fashion (especially in speech). To put it more simply, you may smile because you're happy, but you might also smile because you're being sarcastic, because you're covering up frustration, etc. However, this study rests on the assumption that people only smile because they're happy -- period. (In all fairness, they're not exactly talking about smiling here, but the principle is the same.)
So, sure, if you're willing to accept that premise, then this study is great. If not, it's just another in a long line of studies that suggest, but do not convincingly prove, what emotions can be generated by particular events. Really, this study just again points out how insanely difficult it is to get to a "ground truth" of what emotions people experience.
And yes, I've read the article -- I happen to have electronic access to the journal.
The Freelance Wizard
I think you hit the nail on the head. The gameplay geniuses over at Valve touched on this very concept on their commentary track for Portal.
According to the commentary track, they closely watched the reaction of play testers when they died or otherwise failed. If they laughed as they died, they know they did the right thing. If they swore like a drunk sailor, something may need to be tweaked.
It all boiled down to a matter of perceived fairness. In your case, even though you were bested, you had fun because you knew that, fundamentally, you lost fair and square. However, if you discovered that kid with the unbelievable aim was cheating, I'm guessing you'd find that a lot less fun simply because it wasn't fair.
Same thing goes for puzzle games, single-player games, and MMO's. If the game is fair, you can have fun even if you fail. If the game isn't fair (i.e. the player has almost no chance of succeeding or the difficulty is far far too high), then no amount of playing will make it fun.
The
Hitler.
I know who!
http://youtube.com/watch?v=oHg5SJYRHA0
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interestingly enough, this is what I was thinking. Why not pick a game that, you know, more people play? I didn't read TFA but i'd like to see more/better games. maybe Call of Duty, Halo, etc, because they employ the similar disassociation upon death that the summary mentions.