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  •    Emotional Progress  
     
    Thursday, October 23 2003 @ 08:47 PM UTC
    Contributed by: David

    Recently I posed the question as to whether or not video games might be a limited medium for carrying emotion--at least compared to other art forms.

    That post generated some of the most interesting and insightful commentary of any other topic on this site. If you haven't already, check out the comments on the origial post. It provides the background for this post.

    I also traded some mail with Mark Barrett. He has written a very interesting article about games and emotion on his site http://prairiearts.com. The thesis of his post was that games developers have crippled their products by not taking the story seriouly enough.

    Mark responded to my mail with some very on-point observations and commentary. He kindly agreed to let me repost his mail:


    Hi David,

    >> Basically, you seem to agree with the key point
    >> that games are emotionally immature.

    Designers have aspired to emotion from the beginning, but it's proven to be the toughest challenge, bar none. Even today you will find people who say that the most emotionally poignant moment they've ever experience in a computer game occurred in Steve Meretzky's Planetfall. The problem is that that was a text-based adventure game with no functioning simulation/interactivity.

    >> But it sounds like you think there is a structural
    >> fix on the development side.

    I don't know whether we'll ever lick the problem, but it's clear we've only sporadically tried using professional writer-designers in crafting narrative elements and context. Imagine using amateur artists on a computer game and you get the general idea....

    >> What titles would you point to that you think are
    >> at least prototypical of the kinds of games that
    >> do carry emotional force.

    I can't think of any game where it's carried through from start to finish. Basic concepts like suspension of disbelief and empathy just get ground under the wheels of gee-whiz design decisions or blatant ignorance.

    I have, however, experienced snippets of these effects, which means they're possible, and reproducible. We simply need to spend more craft time focusing on the problem to see if it can be licked. (Check out the doc on my site called Transparency in Interactive Entertainment if you want more.)

    >> Second, how do gauge "emotional content" in
    >>the first place?

    I use the same standard as in any other entertainment medium: did I care? Did I care about what happened, who it happened to, etc? The idea that most of what we create takes place on a monitor instead of inside the user's head seems like such a waste to me. My goal is to try to involve the player's imagination more: to put them In the world, not merely have them observe or orchestrate the world.

    >> Anyway, thanks for the great article. It did get
    >> me a thinkin'

    Glad to hear it, and thanks for the kind words.

    Take care,

    Mark

    Mark Barrett
    Freelance Designer & Storyteller
    http://www.prairiearts.com






     
             


    Emotional Progress | 27 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    Emotional Progress
    Authored by: Anonymous on Friday, October 31 2003 @ 01:19 AM UTC
    A few days age we went to Storm the Playground, the launch of the new game design textbook <i>Rules of Play: Game Design Fundamentals</i> by Katie Salen and Eric Zimmerman. Although there was a sort of open format discussion taking place (albeit only with the people on the stage), the essential topic of the night -- initial broached by the "Dungeon Master of Ceremonies" Frank Lantz, of gameLab, but continued throughout the night by others -- was the question of when and how games will create the emotional impact that is assumed they will someday make. Salen and Zimmerman copped out, in our opinion, by maintaining that we had no current metric to gauge what makes an emotional impact in games, and in fact games may not be able to, in their opinion, affect us in the ways that movies, novels, and other forms of media do. Perhaps more fair than 'copped out' would be to say they deferred answering the question until a future time after the Emotional Event Horizon had been crested.

    And fair enough, you know? It's extremely hard to ask when we will fall in love with a computer simulation first when we don't know if it will be possible at all. (As an aside, it <i>did</i> seem that 'love' was the emotion targeted throughout the night, as opposed to the other oft-quoted 'sadness'.) But credit again to Warren Spector for giving some anecdotal evidence that we might be traveling the correct path.

    He related a story about some 'spiderbots' in <i>Deus Ex: Invisible War</i>, which operate with a 'very simple AI'. Certainly not an AI designed to induce caring or concern in the player. Warren told us about a time that one of the spiderbots got caught on a stair (in game), and how he spent almost an half of an hour trying to figure out a way to get the little guy up to follow him. A range of emotion was experienced as an incidental effect of the actions of the bot in the context of the game.

    In the future, it might be that we won't become emotionally attached to our simulations until we actually create friends, lovers, and enemies within (or of) the machines. At the very least, we may have to create AI so far past our targets in capability that we stop judging them to be simulations and start considering them as actual entities.

    Fortunately, this does not preclude the ability of gamespaces to use more traditional storytelling (and simulation/story hybrids) to evoke emotion, and the points being raised about the quality of writing being a heavily-neglected aspect of game design are spot on. Unfortunately, from the simulation side, there is (and likely never will be) a clear answer to 'how?'.

    - Lev
    [ Reply to This ]
  • Emotional Progress - Authored by: David on Saturday, November 01 2003 @ 06:58 AM UTC
  • Emotional Progress - Authored by: Anonymous on Saturday, November 01 2003 @ 03:34 PM UTC
  • Emotional Progress - Authored by: C. Foust on Tuesday, November 04 2003 @ 01:37 AM UTC
  • Emotional Progress - Authored by: David on Wednesday, November 05 2003 @ 12:03 AM UTC
  • Emotional Progress
    Authored by: Anonymous on Thursday, November 06 2003 @ 09:06 AM UTC
    Odd. I logged in, and here I am as an Anonymous User. Oh well.

    On topic, I tend to disagree with the viewpoint that Video Games are an ineffective medium for emotional transfer; whereas books, art, music, and film are all excellent for conveying/creating emotions, video games are just as viable if not better suited. Games are a collection of all the above; it is simply a matter of gaining the experience at doing such.

    In fact, one example I remember seeing previously, was the infamous "Death of Aeris" in Final Fantasy 7... this scene had me crying for probably a good 30 minutes, left me depressed the rest of the day, and I still get a tear in my eye whenever I hear the theme song that plays during this scene. The Final Fantasy series is notable for causing this kind of emotional display in myself, and from what my friends have also told me, in others as well.

    However, this experience is weakened by a number of factors, the prime being Foreknowledge. Replaying the game, reading the strategy guide, having a friend tell you about this awesome scene... all leads to it having a smaller affect upon you. Like when someone told you about the climax to your favorite movie, it just lessens the effect.

    Also, only a number of games really benefit from emotional interaction; Real Time Strategy games *generally* achieve no benefit from anguish, sadness, or joy... RolePlaying Games, Adventure, and First Person Shooters are all the prime suspects in my book.

    As gaming matures, not only as an industry, but in the perception consumers hold of it, we will find that the quality of emotional expression will improve. I believe more companies will take a note from developers such as Valve, and hire a full-time writer who will not only come up with the story, but also take pains to ensure it is expressed in the manner intended.

    KampKounslr
    [ Reply to This ]
  • Re: My prior post - Authored by: Anonymous on Thursday, November 06 2003 @ 09:16 AM UTC
  • Emotional Progress
    Authored by: Anonymous on Thursday, November 06 2003 @ 11:54 AM UTC
    I'm not sure that the presumtion is entirely fair. Although music and art are cited as evoking an emotional response, no-one is really talking about that in their arguments. Everyone is busy talking about evoking emotion purely through narrative. And videogames don't have to have a narrative. You can build one in, sure, but they do function just fine without one.

    Is it fair to say of a painting, "it's very pretty, sure, but it hasn't got much of a plot". No. Aesthetic pleasure is an emotion too, you can get it from a completely abstract artwork, and I also felt it in spades while playing Ico, for example (that had nothing to do with the plot; actually I would have preferred less plot). A game can have a strong impact simply by being beautiful.

    Music generally doesn't have a narrative either. You can evoke emotion from the music in a videogame, in exactly the same way as you can evoke emotion from music on its own.

    It is possible to put a good story to a videogame, but it's by no means natural to do so. The best medium for telling stories in is words. Even film works better without too much narrative getting in the way of it doing what it's good at.

    Sure, there are some great story-based, or character-based games out there. But you have to recognise that as different as a book is from a painting, so are videogames different from both. If you are determined to grind the axe of story and character, you may miss the opportunity to find out the unique character of great art in this new media.



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