Home
Twitter
RSS
Newsletter
Neil Booth
30 Apr, 2007

The Great Indoors

PALGN Feature | Where's the love?
Welcome to the first instalment of The Great Indoors. Got your backpack? Torch? First aid kit and weatherproof matches? Good. Now chuck them all away because you won't need them where we're going...

A report released by the British Board of Film Classification this month states (amongst many other things) that "gamers appear to forget they are playing games less readily than film goers forget they are watching a film because they have to participate in the game for it to proceed. They appear to non-games players to be engrossed in what they are doing, but, (my emphasis here) they are concentrating on making progress, and are unlikely to be emotionally involved."

Which got me thinking. My inital reaction was that of course videogames are emotionally involving! What about that bit in that game with the... um... okay, but then there was... well, okay, but I'm sure there was some point in the past where... wasn't there? It quickly became obvious that no game had ever given me an emotional experience more profound than the simple joy of defeating a boss monster, getting a high score or leveling up a character. On the other hand, countless films have deeply affected me, haunted me for days and even, on rare occasions, changed my life in small but significant ways.

Let's, for the sake of argument, define "emotional involvement" as a sort of semi-transcendent, wigged-out, I-am-so-there, man, kind of feeling. I'm sure there's a more scientific definition floating around but you know what I mean. It's what makes you climb under the seat during a scary movie, or burst into tears when Bambi's mother dies. What it isn't - arguably - is the kind of non-blinking, thumb-destroying, gotta-finish-this-level compulsion that's so common in videogames.

Is it "unlikely" that a videogame can provide emotional involvement? Does this mean videogames are inferior to other, more emotionally accessible forms of entertainment? Or, as the BBFC report suggests, is actually a good thing? I'm going to spend the next few minutes wiffling about in search of an answer and then, hopefully, have you bolting to the forums with all the enthusiasm of an older gentleman with a typewriter and strong opinions on local government. Ready? Here we go...

Games are here to frustrate us, in the best possible way. They all seek, on some level, to stop us getting what we want. The ghosts in Pacman, the aliens in Galaga, every goddamn monster in every first-person shooter, Tom freakin' Nook in Animal Crossing, all are there to get between you and whatever reward the game promises. There's a fine line between a decent challenge and screen-punching irritation - I can't be the only one who got to the pixel-perfect jumping puzzles at end of Half-Life, thought "stuff that for a joke" and promptly uninstalled the game - but nobody wants a game that collapses in front of you like a puppy looking for a belly rub.

Combine this generally adversarial nature of video games - you vs The Challenge, whatever it may be - with the myriad of controller, interface and/or design issues that accompany nearly every release, and it does seem as if any chance of emotional involvement goes up in a beatifully rendered, volumetric cloud of smoke.

A quick example - I rented SSX Blur the other day and was quite enjoying it. Lots of lovely snow-based swishiness in a reasonably open world, and I didn't have too much trouble getting to grips with the new control scheme. All good fun... until the slalom. Picture, if you will, a snowy slope dotted with red and green flags fluttering gaily in the breeze. Me at the top of said slope, primed for a minute or two of elegant left-right-left-right nunchuckery. Off we go! Easy does it... slip past the first flag... then the second... this is cool.. past the third... then dip down a short slope and... hang on, hummocks! Too fast! Missed a flag! I'm airborne! Can't stop! Can't turn! What do you mean, failed to qualify? There was, as far as I could tell, no way to get through that first slalom without agonisingly tiptoeing through the course in a manner more typical of minesweepers than fearless nordic types. And at that point, SSX Blur and I parted ways.

It'll all end in tears.

It'll all end in tears.
Close
It's rare to be so vigourously punted out of a game world, but it's not exactly unheard of, is it? Emotional involvement? Not bloody likely. SSX Blur should have done everything it could to draw me into its world, and given me a feeling of freedom and joy. It's difficult to imagine the decision-making process that led to, "Hey, about an hour or two into the game, let's bring everything to a grinding halt and start slapping the player repeatedly in the face. Neat!"

Everyone has been subjected to this kind of inappropriate fondling by a game. You know the sort of thing - the difficulty level suddenly spikes through the roof, the grinding frustration of a half-arsed interface finally gets too much, or it's revealed that cutting edge storytelling now involves the liberal use of sliding block puzzles. Games have a tendency to slowly metamorphose from riotously good company into cruel, maladjusted five year olds with rusty penknives and a compulsion to ruin your day.

Sure, anger and irritation are both emotional responses we feel when playing videogames, but mostly as a result of bad design or unfair gameplay, rather than cleverly constructed emotional button-pushing. There's no better illustration of this than this sad/funny video of Patience, singer in The Grates, getting all wound up over constantly failing to get past a certain point in New Super Mario Bros. She's definitely having an emotional reaction, but not as the result of any sadness over Mario's endless suffering.

DEFCON is an interesting example of an exceptionally well-designed, endlessly enjoyable game that manages to at least brush lightly up against an emotional response. I definitely felt a twinge of guilt the first time I unleashed a full-blown nuclear assault, but anyone who's played DEFCON for a more than a few minutes will agree that it quickly becomes a game, an abstraction with all the emotional impact of a round of tiddlywinks.

F.E.A.R. and Eternal Darkness are further examples of games that are built, to some extent, around an emotional response - obviously, in this case, fear. Again, though, it doesn't take long for the initial spookiness of both games to give way to the gameplay. They're both great games but ultimately neither of them can sustain an emotional response when your brain is constantly monitoring the state of the game - the health bar, ammo levels, the map and awkward camera angles, let alone the constant buzz of thoughts like, "How do I run? How do I reload? What's quicksave, again?"

With the kind of endearing over-ambition that has become his trademark, Lionhead chief Peter Molyneux recently announced that he wants to introduce "love" into the upcoming Fable 2, in the form of a dog. Call me Old Mr. Cynical Pants, but my reaction to this is pretty much what my reaction would be if Spielberg announced his next film would employ smell-o-vision - fine, whatever, just make sure you get the fundamentals right before ploughing limited resources into things that probably won't work and that no-one is really begging for.

The future of videogaming?

The future of videogaming?
Close
The role-playing genre is probably the most likely place to find your heartstrings under assault. Surely, all that time ploughed into character development has to forge some kind of emotional attachment? Isn't the death of a character going to spark tears and a long, lonely vigil on a cliff-top as you stare wistfully out to sea? No, not really. First of all, death in an RPG tends to be nothing more than an opportune moment to get a fresh cuppa before reloading your last save. Even if the story insists that a beloved NPC kicks the bucket, it feels more like losing a pawn off a chessboard than saying goodbye to a dear friend.

Contrast this with the death of A Certain Character in Serenity, the movie sequel to the Firefly TV series. I was genuinely shocked and saddened when it happened. Judging by the audible gasp from the audience, so was everyone else. There were only fourteen, 45 minute episodes of the TV series made, so, including the movie's running time of about 2 hours, it all adds up to roughly 13 hours of material. Much less than the time it takes to play through an typical RPG. And yet, the emotional impact was so much greater.

Why? I think the answer is as humdrum, and as bleeding obvious, as this: games are not movies. They are, y'know, different. Just because they both involve pictures and sound does not mean they're more or less the same, or should affect us in the same way. How emotionally engaging would Schindler's List be if, to avoid restarting the film, you had a fraction of a second to press the X button every time the little girl in a red coat appeared? How much fun would Twilight Princess be if it was one long cutscene? (For those of you who just answered "pretty much the same" to both of those questions, shame on you. Please leave, and shut the door quietly behind you as you go. Thank you.)

It does seem as if the odds are stacked largely against there being much opportunity for genuine emotional involvement in games. Does it matter? No, not really. I've had a ball playing videogames for the past 25 years, and have never once thought that, say, Mario Kart DS would be markedly improved by incorporating a wistful, poignant melancholy tinged with hope for a better, brighter future. Whatever it is that videogames do provide - I think it's called fun - is what keeps me coming back, in spite of the overabundance of SSX Blur-style muggings. And surely playing a good game is preferable to a passive, slack-jawed consumption of the drivel that passes for TV these days?

I'm keen to hear if anyone has had a deep emotional reaction to a videogame. Quite possibly, I just haven't played the right games and everyone else out there is quietly sobbing over their PlayStations, or sweeping up their Xboxes and bearing them manfully off to bed. Maybe the typical game-playing experience is an emotional one.

Your turn.

Related Content

Easy Mode Volume 2.6
07 Sep, 2007 10 things I hate about you.
The PS3 Launch For Those Who Can't Afford It
22 Mar, 2007 Tips and tricks for the cash-strapped and desperate.
More splits rumoured! Look, I'm crying.
18 Jul, 2003 Oh Lord! Gaming is being overtaken by prima donnas and their artistic temperament!
13 Comments
5 years ago
The mention of the dog in the next Fable reminded me of how much regret I felt when... [highlight text below to read Shadow of the Colossus spoiler]

-------------------------------------------
... you lost Argo, your horse in Shadow of the Colossus. He played such an active and crucial role in the battles, and I think this probably contributed a bit towards the bond, and the sense of loss when he fell down that bloody great ravine. A lot of the impact was lost, however, when he turned up at the end with a slight limp. It over-sentimentalised that part of the game.
-------------------------------------------

But aside from that, I can't say I have been emotionally caught out by a game, no. The physical act of thumb-twiddling just cuts off any real sense of emotional investment. The classic example in this debate is FF7 of course, though I've not played right through that game, so I'll leave it to others to touch on that.

(EDIT: As this is the kind of topic that may attract spoiler info, [color=EFEFEF] will hide text)
5 years ago
while i agree a movie/tv series is more likely to produce an emotional response, your description of rpg's failed to address NPC's who HAVE to die for the story to progress i mean in kingdom hearts 2 for example , Axel got alot of response from fangirls/guys when he died

though as for myself no game yet has got me all emotional

edit: sorry for the spoilers anyone who read it before it got edited out, i'll read other posts before posting next time
5 years ago
interesting article, but in many ways i think you've focussed on the wrong sorts of games.

games like SSX, Pac-man, Galaga, Mario Kart and so on aren't really narrative, they might have some thinly veiled attempt at a story, but they're all about the gameplay, not the story.

games like FEAR, Eternal Darkness and Doom 3 are very much emotional games, even with the surrounding concern about your weapon status and so on, they're still eliciting an emotion, and in some ways, when your checking your weapon status and so on, you're becoming more involved, especially when you're also concerned about your ammunition count. (though this does happen more in some games than others.)

although i agree there are also heavily narrative games that don't have much emotional impact also, like Half-Life. sure it has some shock-scares, but throughout HL, HL2 and HL2E1 there isn't really many opportunities for emotional involvement, although in HL2E1 you do get a lot more attached to Alyx than you do the nameless freedom fighters that "assist" you in the original HL2.
from the trailers of HL2E2 though, it looks as if Valve are putting Alyx in direct peril though, so this looks to be changing too.

i also think that the majority of the feelings involved in gaming occurs in cutscenes. and the majority of the feelings your intended to feel are typically negative.
some of the ones i've immediately remembered are coloured to hide them in the following gap, highlight to read them.
FF7 - obviously
WarCraft 3 - Grom Hellscream sacrificing himself to kill Mannoroth, and free the Orcs from their demonic ties.
even more emotional when Arthas takes up Frostmourne. first he kills the Dwarf to seal his fate, then when he returns to Lorderon, and kills his father.

Quake 4 - the assimilation of the main character.
God of War - Kratos' suicide at the end - quite a lot more powerful at the end than at the beginning once you've learnt his story.
Prey - when you finally get to your girlfriend, after chasing her through the sphere for so long.
MGS2 - when Emma Emmerich dies.
and i'm sure their are many others too.

i also think Pets in games tend to illicit a HUGE emotional response. much more than ingame friends in many cases. classic example would be Dogmeat in Fallout. even though by the end of the game is was quite useless (he didn't level with your main character), i couldn't bear to let him die. he'd been all across the wasteland with me, damned if i was going to let some giant mutant freak be the end of him only minutes from the final cutscene.

there's nothing wrong with games that are solely for the gameplay, they are just as important as the films that exist purely for explosions, but not all games are mindless fun, just as not all movies are either.

EDIT: changed some of the colouring, should make it easier to see what games i'm referencing, and whether you want to spoil those elements.
5 years ago
Nice read and really does bring the topic up for discussion, i've never really concerned myself about being attatched emotionally to a game or let the game manipulate emotions.

But like said before FFVII was probably the only game which nearly moved me to tears *manly pose*

----

...The part where Aeries gets killed by Sephiroth and also the part where Cloud lays Aeries to rest in the lake T_T

----
Spoiler above btw. (thanks for info on how to hide)
5 years ago
Amazing article; easily the best thing I have read in the couple of years or so that I've been coming here. Kudos to you, Neil, and please keep it up.

Honestly, I was against you at the start of the feature, but by the end I must say I couldn't agree more. I tried to bring up Final Fantasy VIII in my mind as a counter-argument, but in reality the only reason I became so attached to it was that notion of a need to progress through the game.

However, there IS one series of games that I believe get an emotional response out of me. For too long, these games have been regarded merely as fright-fests by non-players, but in reality they are just about the most engrossing, terrifying and visceral gaming experiences on earth. What am I talking about? Play a Silent Hill game and get back to me.
5 years ago
My little brother got real emotional about E-102 Gamma's death in Sonic Adventure back in the glory days of the Dreamcast. Cried like a baby he did, sure he was only like 6 or 7, now thats emotional attachment!
5 years ago
I remember being incredibly emotionally involved in Ico. The game really causes you to care about Yorda and the ending has an immense emotional impact IMO.

Good point about Silent Hill, it has such an oppressive atmosphere. It manages to keep a creepy, unnerving environment the whole way through each of the games in the series.

On animals, my guilt I have for neglecting Charlie, my Nintendog beagle, is bizarre. She's probably more flea than dog at this stage. Oh well.

Happiness is an emotion too though, and if the games that aren't getting you to have an emotional response to characters and narrative can't fit this somewhere into their structure then they've failed.
5 years ago
Kingdom Hearts - When Sora sacrifices his own heart to restore Kairis, and the ending when Riku disappears into Kingdom Hearts. Brought a tear in my eye for sure. Unforgettable.
Kingdom Hearts 2 - The ending. It closes up Soras search for Kairi and Riku really damned well, and the paupu fruit symbolism with Kairi made me shed a tear
Ico - Everything in general really. That game was a work of art and pulled my heart strings like crazy.
Shadow of the Colossus - There's no game that actually pulled my strings more than this one. I cried almost like a baby when Agro sacrificed himself, and the ending brought tears of utter joy. Best game ever.
Metal Gear Solid 3: Snake Eater - The ending when you had to take on your mentor, The Boss. The flowers, the snakes, the music, it was all symbolic and so powerful that it did in fact bring some tears out. One of the most amazing scenes in Gaming.
Okami - The ending had me in tears. It made the entire journey of the game feel so important and powerful that upon your restoration of power through the peoples belief and love of you, your reason to beat the game changed completely.

I think the heaviest emotional impact from games comes from its music really. All the games I listed had some amazing orchestrated music and it really aided in being much more emotionally impacting.
5 years ago
Yeah I don't get the whole emotinal thing in gamesl. I've played ICO and Shaddow and they didn't do anything for me (emotinally). The part of God Of War that ObsoletE mentions, was definatly more of a "wow, that is freiken awesome' moment than an emotional one.

Movies, TV and books on the other hand, draw me in emotionally, hopefully one day a game will too.
5 years ago
I think one of the main problems with getting an emotional response from an NPC in a game is that there's almost always a part of the game where you have to drag them along with you. And when I say drag, I'm obviously understating things because it would be heaven if it was *that* easy. I find that any emotional attachment for a character is lost when the stupid NPC can't follow me without getting their head blown off, constantly getting lost and/or constantly complaining using the same 2 lines of speech. Even when they aren't following around every time they are controlled by AI they are just too inferior to care about and end up just being in the way more often than not.

What I'd like to see is a game with an increadibly powerfull NPC that you can form a connection with and then kill them off, you'd get a much stronger reaction from that as you'd be suffering from the loss of someone that isn't annoying and was actually VERY helpfull. This could also work well for difficulty progression as suddenly the stuff that was easy gets alot harder without the help of the NPC and would act as a constant reminder of the loss.
5 years ago
Yeh i have a very strong emotional relation to the Metal Gear Solid series and some of the Final Fantasies (since not all were sad)

i admittedly cried at the end of Final Fantasy X and X-2 was so sad also. All my iTunes is game music from these series (and a bit more), because the music makes it too. my favourite song is One Winged Angel, still makes me emotional as does Tatakau Mono Tachi (piano version) (song played when Tifa fights Loz in Advent Children) and i feel very strongly when the Metal Gear theme comes on, especially after completing the game.

Without it being weird (maybe icon_wink.gif ) i feel a strong emotional attachement to these games. Not all though obviously, such as puzzle games, racing games, beat 'em ups, shoot 'em ups, but those two named series will stay with me and continue to make me feel that way.

I have completed the Metal gear games so many, many times each yet every time, esp. at the end of MGS2 when Otacon talks to Snake, i always get a shudder up my spine.

So i disagree, some games have a strong impact, but these are intentional, and i have felt more for these than any other movie i have ever seen, however sad it is when Bambi's mum dies.
5 years ago
i do have to say though.

Optimus Prime's Death > Any Game emotion.
5 years ago
I don't play a lot of narrative heavy games so I don't usually experience strong emotional reactions to games but both LOZ OOT and WW brought a tear to my eye but also a sense of happiness as well. Zelda seems to be quite unique in that way.
Add Comment
Like this feature?
Share it with this tiny url: http://palg.nu/2ci

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
Currently Popular on PALGN
Australian Gaming Bargains - 08/12/11
'Tis the season to be bargaining.
R18+ Legislation
R18+ Legislation
Naruto Shippuden: Ultimate Ninja Storm Generations Preview
Hands on time with the game. Chat time with the CEO of CyberConnect 2.
PALGN's Most Anticipated Games of 2007
24 titles to keep an eye on during 2007.
PALGN's Most Anticipated Games of 2008
And you thought 2007 was populated.