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Friday 03-Mar
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  •    The Idea Game  
     
    Friday, October 10 2003 @ 04:07 AM UTC
    Contributed by: David

    Here's a simple proposition: What if video games are a poor medium for emotion?

    This question is sufficiently broad to discourage serious inquiry, and it's provocative enough to attract quick denouncements. But what if it was true?

    Before I get into the discussion, let me make it clear that I haven't gone so far as to talk myself into the truth of the proposition, although I have spent time thinking about it.

    The short argument in favor of the idea is: Games are rule-based--call them algorithmic. In a sense a game is pure thought because rules are pure thought. You don't need emotion in a game to make it work. Things that we call games, like foreign policy and dating, have a lot of emotional content. But they are not games in any sense close to what we mean by "game" when we use the term "video game". Chess is a game in the purest sense, and happens to stand-in as a metaphor for all cerebral activity. That doesn't seem to be an accident.

    This rational, ideational nature of games is unique. There is no expressive medium I can think of so naturally devoid of feeling, a medium that can exist so easily without it.

    If games come from the Platonic world of ideas, then, what place for the emotions? Sure, games clip on narrative and aesthetic apparatus that allows them to temporarily carry emotional force. But does it really work? Is any game more powerful on an emotional level than the average book?

    I know it is popular to talk about how some stage in Final Fantasy (or, pick your own epic interactive plot line) made you cry. But these claims reek of over-involved fandom. I've played a lot of games, thousands of them. I've never cried. (OK, I almost cried one time when I accidentally deleted all my Vide City saves about 3/4 of the way through the game). Maybe I have a heart of stone. Maybe I haven't played the right games. So, perhaps I just need a little more convincing. But at some point, I have to wonder why a piece on Oprah can get to me, but the best of interactive entertainment has failed to do so.

    On this count, I'll throw down the gauntlet. Tell me the game that I should play that will really leave me in a deep, affected state. Give me one game that makes me swoon the way a John Fowles novel or a Beatle song can. For that matter, show me one game that has the emotive punch of a Ramones tune or Warren Ellis comic book. I'm no snob!

    In the meantime, I'll keep speculating that video games are here for a different reason. They are post-modern and misunderstood not just because old politicians don't play them and adults have a gene that prevents them from finding anything their kids think is important from being important.

    Maybe games are completely about today and tomorrow rather than yesterday because our world is rich in shock and feeling and poor in ideas. Maybe our extended nervous system of electronic media is reacting to the information overload by feeding us games--a low fidelity emotive space stocked with ideas. Maybe games exist to help us think differently, not feel the same.

    Of course, the proposition could be wrong. And even if it is not, just because its possibly true that games today don't carry a lot of emotional weight doesn't mean they wont evolve to that point in the future.

    I look to guys like Chris Crawford who make it clear that they feel that games today have reached a stasis by entertaining the same parts of the brain over and over again. He always seems to have good ideas about using those algorithms that are the skeletal structure of games to support other types of play. And I'm all for that.

    In the meantime, I'm going to keep thinking about games. Right now, there's just not enough love to do anything else.






     
             


    The Idea Game | 14 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    The Idea Game
    Authored by: Anonymous on Friday, October 10 2003 @ 01:28 PM UTC
    Could it be that games are spread too thinly, content-wise, to pack the punch needed to make tears? I've never wept while reading a novel, although I've been known to get misty watching movies or listening to songs.

    Dunno. Just a thought. - Lev
    [ Reply to This ]
  • The Idea Game - Authored by: David on Friday, October 10 2003 @ 02:56 PM UTC
  • The Idea Game
    Authored by: TGCid on Friday, October 10 2003 @ 04:33 PM UTC
    It seems to me that the problem isn't that games aren't a medium that can carry emotive force, but that perhaps there has yet to be a company or producer that has had enough creativity to put this emotive force into their games.

    I've read plenty of books and seen plenty of movies that had content that SHOULD be emotional in nature, but failed to affect me. What differs in these pieces from the ones that do affect me? The execution. Only certain ideas affect me in any real way, and even then, I need sad accompanying music. Similarly, in a book, there is no music, but what there is are situations and ideas that connect to me as a person and ellicit these emotions. If my grandmother recently died, and the book contains an old lady who dies in a sad manner, that's much more likely to affect me than a person who has never had anyone in their family die.

    If you look at it in that manner, you can see that a game could easily carry emotive force if the proper execution was used. The problem is that it's never really been done effectively before, so producers have nothing with which to model it by. Once someone figures out the best way to deliver emotion to the viewer, we'll see more and more games featuring it.

    Square's come close, especially with Aerith's famous death scene, but we're still far away. I think one of the problems is that characters are still comparatively cartoonish, and humans have a hard time comparing themselves to something that doesn't look like them. As the graphical realism of games continues increase, we'll see the ability to place emotions in games increase as well.
    [ Reply to This ]
  • The Idea Game - Authored by: Anonymous on Sunday, October 12 2003 @ 07:44 PM UTC
  • signature for post above.... - Authored by: shahar2k on Sunday, October 12 2003 @ 07:57 PM UTC
  • The Idea Game
    Authored by: Anonymous on Saturday, October 11 2003 @ 01:58 AM UTC
    another thought: media that bring about emotions are somewhat manipulative in nature. the dramatic close up, the orchestra booming; its hard not to burst into tears over a few people you just met two hours ago.

    Good games on the other hand tend to empower the player. it's much harder to manipulate someone who is actively engaged, as opposed to when they are just a passive viewer/listener. Emotions that are generated by games tend to come from within the player. If you laugh or cry, it's because YOU found something to laugh or cry about, not because the director wanted it that way.

    -md
    [ Reply to This ]
    The Idea Game
    Authored by: David on Saturday, October 11 2003 @ 04:28 AM UTC
    Some great ideas. I'm glad I raised the issue.

    The notion we are exploring is whether or not there are some fundamental structural differences in media in their ability to carry ideas or emotions. I always thought visual art, painting for example, was probably better at carrying emotional content than ideas. Certainly, the ideas are linked to emotions. Goya's The Third of May comes to mind.

    If you accept that painting may not be as good a medium as writing for expressing abstract thought, then maybe it is possible that video games are not as good at carrying emtional thought.

    TGCid's ideas, what I'd call the "lack of effort concept", has some weight in my mind. I'd be the last person to argue that this medium has flexed the muscle it has, much less worked much on developing more. Oddly, thought, I find this argument supporting the basic premise rather than arguing against it. If we don't have good examples, then, well, uh, we don't have good examples of video games carrying an emotional punch. And by emotional punch, I mean the kind of feeling you have when you finish a great book or watch a great movie and say to yourself, "I'm going to live my life differently!". The absence of proof does not argue strongly for the proposition of possibility.

    md makes a point that really struck me--that because games allow for control in the interaction loop, that they take away manipulative control that some media have over the viewer, there is a parity in exchange of ideas and emotions. It's simply harder to tug heart strings, not impossible. Wow! That's more provocative than my original statement, and maybe a central truth. Just consider what it means to the social commentary games and the issues of violence in video games. This argument blunts both of those directions because it says (in my words) "Media effects are mitigated, not enhanced, in video game play because of the shift in power between the player and the game creator."

    Brilliant! Thanks for the discussion!

    [ Reply to This ]
    Link with an anser
    Authored by: David on Saturday, October 11 2003 @ 09:36 PM UTC
    I came across a relevant link via Greg Costikyan's blog. Check out this quote from Mark Barrett's blog:

    "While the emotive power of motion pictures grew in fits and starts in its infancy, it still grew.  Movies got better and better at making us feel and care, and in the process honed the craft of telling stories on film to a razor's edge.  In the interactive entertainment industry all of the obvious solutions to making emotionally engaging products have apparently failed, leaving us battered and bruised at the foot of a wall that we can't seem to get over, around, under or through.  Making matters worse is the fact that we have managed to create a viable industry based on gaming and interactivity alone, which means money thrown at improving emotional involvement not only looks risky, but pointless."

    This from an article titled "The Producers" which basically argues games are poor at the emotional stuff because game developers don't invest in the people that actually know how to do it--the writers. Don't know how true this is, but it's a wonderful article!

    [ Reply to This ]
  • Aha - Authored by: TGCid on Sunday, October 12 2003 @ 05:41 AM UTC
  • The Idea Game
    Authored by: C. Foust on Saturday, October 11 2003 @ 10:40 PM UTC

    I think it's a matter of the types of methods that are used to generate emotion, with consideration to the way the player approaches a game.

    Movies and books are so capable at affecting our emotions because their techniques have been honed not only since their inventions but since the birth of storytelling. Now most game producers try to wedge examples of these techniques into a medium that's poorly suited for them, relatively. This has worked rather well in a few examples, but for the most part such "cinematic" effects exist merely as a diversion from the essential part of a game: the simulation.

    If games are to achieve an emotional impact on par with other forms of media, we have to use their one unique aspect: the interactivity. Perhaps at first glance it seems that interactivity precludes emotional involvement. But what about real life? It's the first, the ultimate interactive world--and, incidentally, the most emotionally charged. Instead of looking at literary techniques, which can only imitate emotional situations, let's find what turns us on in real life, distill that down, and put it into our simulations.

    Perhaps you've played the "simulation" September 12th. Did you feel a pang of guilt the first time you flattened a bazaar full of civilians? Did it feel anything like that other time where you hurt someone, even though you had the best intentions?

    When my Sims character got so lonely he started to cry, I felt kind of bad for him. However, this emotion got short-circuited. I chose to become frustrated with the rules of the game instead. Why does it have to take so long to use the phone to invite someone over? Why does my social bar go down when I'm at work(presumably where there are other people I could talk to)? This brings me to my next point.

    This problem may be inherent in the nature of a game. When a player approaches a game, he may see its characters as beings worthy of emotional investment, or simply as a game pieces to be shifted about in order to gain progress/points/cash/XP/etc. It seems that either can occur for most games, probably depending on the player.

    It's really a question of suspension of disbelief. The user needs to forget that (s)he's competing against the same machine that's feeding him content. When the player sees that health bar in the corner of the screen, the mathematical nature of the game is laid out before him. It's hard to cry about a collection of variables and processes. However, concealing the mechanics of the game frustrates players and makes the game seem unfair.

    Does this mean that algorithmic simulation and meaningful emotional content cannot coexist? I think not; it's just hard to pull off, in my opinion. After all, as I said above, real life is a rule-based system, yet it provides an endless source of emotional fodder.

    There are other considerations. What of the level of abstration employed in the game's presentation? Do I feel anything when my bishop is taken? Do I feel any more when Pac-Man gets caught by a ghost? Do I feel any more when my Morrowind character dies?

    [ Reply to This ]
  • Hiroshima Tactics Ogre? Silent Charles Manson Hill? - Authored by: Anonymous on Thursday, October 23 2003 @ 06:06 AM UTC
  • The Idea Game
    Authored by: Anonymous on Tuesday, November 11 2003 @ 06:27 AM UTC
    I think that it is in other areas of the game experience that one will find emotional power. Final Fantasy is, at core, melodrama - and many literary theorists and cultural critics have "rehabilitated" the value of melodrama as a meta-genre - but it is going to be in the more subtle poetics of the game - in tone, in visual aesthetics - that you will find emotional power.

    Example? Ico. Gentle melancholy, loss and longing, throughout the game. A function neither of game structure per se, nor of narrative, but of the other artistic elements.

    Also, joy is an authentic emotion, and many music/rhythm games are very good at joy.
    [ Reply to This ]
    The Idea Game
    Authored by: andrewstern on Tuesday, November 11 2003 @ 02:35 PM UTC
    Great discussion! You also may enjoy a similar discussion we had recently, lamenting the lack of games addressing the "human condition", over at grandtextauto.org.
    [ Reply to This ]
    The Idea Game
    Authored by: Nikolaj Hyldig on Friday, November 14 2003 @ 12:19 AM UTC
    Undoubtedly there exists a great discrepancy between what we are promised by advertisers regarding emotional impact, and the actual experience of today's computer game. This may point to the conclusion that computer games in general aren't capable of creating the diverse and complex emotions traditional media can spark in us, but I would content that computer games are in fact a perfect medium for delivering emotional punch (1), as their interactive dimension involves the player on a personal level.
    Unfortunately the computer game of today incessantly shoves in your face the fact that this involvement is all fake. Even though it implies that you are present in it's virtual environment, it sadly cannot keep up appearances – as in 'Hitman' when you bump into an invisible wall stretching across the street, or in 'Call of Duty' when the Russian officer threatening to kill you dies and his rifle mysteriously disappears, because you are meant to charge Stalingrad empty-handed. This way of implying one set of rules (here the 'rules' of the real world) but instantiating another (putting artificial limitations on your actions) pushes us away (as opposed to absorbing us) from the game, as when someone cheats in poker. This negates our emotional involvement, thereby reducing our emotional reaction. Here also lies the reason why games like Chess or Tetris for that matter can create quite strong emotional responses (2), as the rules being played by are clear and non-arbitrary.
    Games are captivating because it is our selves and our skills that are being tested, and thus involves us personally in the action-sequence. But our experience of the game is limited to primarily 2 types of fundamental emotional reaction: positive (when we advance towards the goal) and negative (when we recede from the goal).
    The story on the other hand does not involve us personally, but through its 'pre-designed' story and characters it is able to describe and evoke a wide array of emotions. And this, through our capacity (or compulsion) for empathy draws us into the story and rewards us for it, by the emotional reaction it creates.
    With the advent of interactive entertainment it is now possible to merge game and story, thereby adding the diverse emotional framework of narrative with the personal involvement of games (which intensifies emotional experience) (3). I agree with C. Foust that the real world is indeed the ultimate emotionally charged simulation, and that we as such should not look to 'literary techniques' (which might be said to come from the world of Plato…) – but it is very valuable to recognize that we structure our understanding of this world according to the same cognitive narrative principles that we use to structure our understanding of stories (4).

    The great challenge is of course to let the player do what he whishes, while at the same time infusing the environment around him with dramatic potential. In my mind the solution is a social simulation accompanied by a narrative engine that introduces narrative events of dramatic potential. The basis for such a narrative engine is that there are only a few basic stories we tell over and over, so it is possible to design a limited number of narrative scenarios, the elements in which point not to specific places and characters, but to types of places and characters. Hereby the player can move anywhere and still be met with apparently endlessly varying drama. From there on, he will create his own story, centering on him, as we all do everyday in real life; and through this activity diverse and profound emotional response is possible. Of course I recognize the difficulty associated with such a construction, but who dares wins.

    (1) I have recently finished my masters thesis at Aalborg University entitled "Emotional experience and interactive drama, or how to kick ass with a virtual foot" (revised abstract available here: http://www.hum.auc.dk/~fedberg/). In it I examine 2 topics: human emotional experience, and the computer game of the near future (where I foresee 3 revolutions of the medium that are going to have dramatic impact on our interaction with them: advanced speech synthesis and -generation, the implementation of cheap and comfortable head-mounted-displays, and enough computational power to simulate complex dynamic social virtual environments (for example via the 64-bit processor)).
    (2) I think you must agree with me, David, that there can be few mediated sequences as emotionally arousing as playing a game of chess against a friend / foe? Of course in my opinion games do not come from the realm of Plato.
    (3) Even 'simple' games have dressed the action in a narrative frame – chess for example being a battle between two medieval armies.
    (4) See for example 'Life as Fiction': http://home.mira.net/%7Ekmurray/psych/phdch1.htm
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