Feature: The ultimate exclusive: Examining the emotional spectrum of video games

A common emotional reaction in video games.
So amid all the chaos that was GDC 2009, I managed to read a really great article on GameSpot about the societal impact of video games. One line stood out to me more than any other: “(Will) Wright also mentioned an experience he had with Lionhead’s Black & White, where he beat up his god creature ‘just to see what would happen.’ With the creature eventually bloodied and crying, Wright said that he legitimately felt pangs of guilt, an emotion that he couldn’t have gotten from other forms of media, such as movies.”
This anecdote got me to thinking about the unique situation video games are in compared to other story telling mediums. Why is it that I’ve never cried in empathy at the end of a game but I’ve shouted in triumph? How come I don’t really care about my video game comrades’ life stories but I feel a sense of duty to them as their leader? Well, what video games have that film and literature don’t is interactivity. And with that comes some unique pros and cons. But what’s most important about it is the fact that emotion in video games is not sympathy or empathy directed towards others, but the player’s own feelings. We don’t feel bad for the character who lost his friends in battle, we feel bad because we lost our friends in battle. That my friends, is the ultimate exclusive because video games can have emotions that no other medium can.

Now, before I get on my high horse and preach the righteousness of video games, there’s a whole history of terrible story telling we have to account for. Sure, a good portion of our industry’s history hasn’t actually been devoted to telling a story that’s anything more than a reason to move forward, but the games that have tried to manipulate our emotions haven’t exactly done the greatest job ever. Just last month the InsaneBear community was discussing how trivial and pathetic the romance in Mass Effect is. And I don’t think Rockstar intended for me to be apathetic when Kate got gunned down in Grand Theft Auto IV. Even the best examples of story-telling in games come up short in comparison to other mediums. Final Fantasy may cut it in our world, but there’s a reason all the movie spin-offs have failed miserably. It would seem that what’s generally regarded as the best accounts of story-telling in video games tend to be passive cut-scenes that remove our unique ability to interact, but when these cut-scene stories are put up against other passive mediums, their shallow and cheesy nature is revealed. And the games that do value player choice seem to be missing the mark in a bad way.
But what about the good examples? In my personal gaming history, there’s one emotionally charged moment that stands out above all others for me. I was at a rather large Halo 2 LAN with a group of closely-knit friends and we were playing one-bomb assault on Zanzibar against a team consisting of four players who shared the name “Dip”. It was positively the most evenly matched game I’ve ever played, and I remember it went on so long that other teams who’d finished the round were gathering around to watch us. I could feel my heart pounding in my head as I barked out orders to my mates. I could feel the adrenaline speeding through my veins with every test of our tactics. And I felt an absolute head-rush when we won that match. Not only was there the obvious sense of accomplishment that comes with most every game, but there was a gratification that I had lived up to my expectations as team leader too. And when we ultimately lost the competition later that night, I felt like I had let my friends down. Only a video game can tell the story of leadership and force the player to really feel the pressures that go with it. And while competitive and cooperative multi-player games certainly are the best examples of this so far, I see no reason why these same feelings couldn’t be conveyed with AI partners and enemies.

Another powerful example of strong emotion in video games comes with Fable II, in a segment where the player must choose whether or not to feed starving prisoners at the expense of his or her own experience points. Given that a prisoner had previously told me to lay low and not draw attention to myself, I thought it too risky to feed them when the guards left. But as seconds started dragging on (I think the game gives you like two minutes) I started to doubt myself. The pitiful cries of agony started to tug at me, and I had to keep justifying my actions to myself with the old “greater good” mantra. And the time kept crawling by at a snail’s pace, forcing me to watch these skin-and-bones prisoners struggle to even call for help. I was telling myself that by this point there wasn’t enough time left to make a difference. I didn’t necessarily feel guilty at the end, but I definitely felt like I had sacrificed those prisoners for a bigger cause. I don’t even know what I would have felt if I’d watched my experience points visibly drain away for two minutes so the prisoners could live. But what I do know is that a book or movie has never made me feel guilty or righteous (although I can think of one book that unjustifiably makes a whole lot of people feel guilty). These emotions are exclusive to our interactive medium.
The last example I’d like to bring up is the microwave tunnel in Metal Gear Solid 4. It’s baffling to think that Hideo Kojima can evoke such strong feelings by simply demanding that the player button mash for what seems like an eternity, but he does. The first time I played that sequence and saw Snake cooking before my eyes, I seriously wondered if it was the end. The never-before-seen split-screen story telling charged the scene with the gravity of everybody else’s dire situations while I continued to desperately bash on triangle, trying to steer Snake to safety. And then he started collapsing, his old and beaten body falling apart in front of me. Every time he hit the ground I was yelling, “Get up, you son of a bitch!” I tapped triangle faster and faster, but the button prompt kept telling me it wasn’t enough. In that brief sequence I wasn’t watching Snake’s story, I was Snake. I felt his struggle, and I completely doubted my life. I was amazed when I made it to the end of the hallway, octo-camo melting off of my wrinkled skin. How could a movie possibly make me feel like all my efforts might culminate in failure when I’m not investing any effort into a movie?

So what do all those personal experiences have in common? How are the responsibility of a leader and the fraternity of teamwork related to the guilt and doubts of sacrifice or the struggle of defying impossible odds? I would argue that they’re all emotions exclusive to interactive entertainment. I don’t see how anybody could justify feelings of guilt or accomplishment or pride or doubt in a movie or book. You can’t truly feel these things by observing someone else because they’re personal emotions that depend on your own actions. So maybe video games should stop trying to emulate Hollywood and focus on what’s unique to us. I want to see a game that makes me feel ashamed. I want to see a game that makes me feel vengeful. I want to see a game that makes me feel like a mentor. Pretty much, I just want games that capitalize on interactivity and present me with situations that make me feel my own emotions, not what I’m told to feel.
Based on all the examples I can think of, the best way to do that is to make the player responsible and accountable for their actions. Let their decisions effect the NPCs or other players around them. Don’t tell them what they should do or feel, just let them find their own way and suffer the consequences. And make sure no matter what, there’s no right or wrong (I’m looking at you Fallout 3 and your oh, so morally ambiguous Megaton choice). If I had to look into the near-future and predict one game that might come close to this, it’d probably be Bioware’s upcoming The Old Republic. Those guys have a history of good story-telling (at least plot-wise) in their games and the unpredictable environment of an MMO just might make for some magic. Let me know your guys’ thoughts on good and bad examples of story-telling in games, and what games you’re looking forward to.
Author: CodyTags: emotions, fallout 3, feature, final fantasy, halo 2, mass effect, metal gear solid 4, story-telling, the old republic
11 Comments to Feature: The ultimate exclusive: Examining the emotional spectrum of video games
Leave a Reply
Recent Comments
Recent Posts
Subscribe to our podcast!
Archives
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- April 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009

I really hate Bethesda games more often than not for giving you that false pretense of choice and engagement in the story telling. I can’t tell you how irritating it is that no matter what path you choose, you still inevitably end up being “the good guy,” just a different path for arriving at that conclusion. Fable 1, with The Lost Chapters included, actually avoided that issue somewhat. They took the KotOR (1, mind you) approach – all roads lead to the same places (avoiding the problem of basically having to program two entirely seperate games) but still giving you the feeling that it was no stretch to end up there.
Fable II had its moments, I will admit. I remember very clearly the starving prisoner scenario and struggling with that one as well. I laughed at the one that was apparently supposed to be the most morally difficult, where that girl is crying and you can trade some of your age to save her own. Yeah, right. I thought the final choice was sort of lame, and with the DLC the importance of it has been downplayed considerably. All in all, I felt it was a step or two backwards from where they positioned themselves with the addition of The Lost Chapters in terms of choice actually defining a player’s experience versus the illusion of it. To me, that’s ultimately what “interactivity” boils down to. The ability to make choices and decisions and see different outcomes. The thing that no other medium of story telling can replicate.
Interestingly though, a good JRPG gives me the full emotional rollercoaster of a well done choice orientated title. Generally those games are long enough, with enough dialogue, combined with the interactivity that you eventually assume, well, the “role” of the main character and feel a part of the atmosphere in other ways. I know virtually every Final Fantasy title up to and including X gives me that sense of emotional inclusion, purely because it immerses you in other ways than “straight” interactivity.
But then, you pointed out a very good example of this failing miserably. Kate in GTAIV, are you kidding me? The thing is, I know what they were trying to do. I think we all do. The moment before you decide to either kill Dimitri or go through with the deal (thereby either sealing Kate or Roman’s fate), both of them express opinions on which you should do. The individual that you side with dies. This was done so that the one you cared about more would die.
Ok, well. Unfortunately this does not work in a game like Grand Theft Auto, that is driven purely by selfish desire and violence. Of course I’m going to kill that rat Dimitri, I’d been dying to do it since he betrayed me. I don’t care who tells me what to do and who warns me not to. So Kate dying was one of the biggest “meh” moments for me in my gaming history. Had I chosen the other path, and Roman had died, I actually would have been affected by it, I think. So there is room for a game like GTA to pull off emotional moments like that, but not necessarily in the way they tried.
I guess my point being that these moments aren’t restricted to JRPGs or western RPGs exclusively. I know the original (note, ORIGINAL) Halo had a few that were very well executed, and IMO altogether uncommon for the shooter genre. You already made this point, so y’know. I’m just typing for the hell of it.
But one thing I must say that probably makes me all soft inside more than any other device is nostalgia. You give me a new Zelda or Mario title with a song that’s been remixed from an NES title that I first played when I was 4, and I’ll sit there listening to it forever and sighing. Fable II was also full of this. Wraithmarsh, that is, Oakvale, in particular. Right down to the music, with its somber riffs of the original Oakvale theme from the first game sprinkled in, it was very depressing – very powerful. To say I’m excited for the upcoming DLC that looks to expand on this is a severe understatement.
Even GTAIV, revisiting the dark atmosphere of Liberty City (even a totally new one) took me back to the GTA3 days of my life, much more carefree. Final Fantasy XII, even though it was the biggest scam perpetuated on fans of the series, did have quite a few of these moments as well (Gilgamesh from FFV, numerous remixes). When something can be totally new, but still fill you with nostalgia, it really is a unique and powerful thing.
Like or Dislike:
0
0
Regarding GTA4 and Kate, it just didn’t work for me. Like, why am I supposed to care if she dies when I took her on three dates and she didn’t put out? (Don’t even get me started on the friend system in that game) She was just a character in the story that you couldn’t actually advance your relationship with. In fact, most of the major decisions in GTA4 didn’t really resonate with me at all. I remember achievements interfering with my decisions for some of them, and I also remember trivial consequences for seemingly big choices.
I also think nostalgia has a lot of power to it, and it’s sort of a unique thing to video games. There’s no reason why other mediums can’t use nostalgia, but video games effectively use it more. And reading what you had to say about Fable 2 and such just made me excited for Bioshock 2. I can’t wait to revisit some of the old locations and see how they’ve changed.
Speaking of Bioshock, I wanted to mention it in this article but decided against it because I figured I could go on about it for quite a while. But I did want to discuss the lack of an emotional impact in that game. Obviously, the whole “harvest” or “save” the little sisters thing was supposed to be a big deal, but for me, it boiled down to how much ADAM I wanted (and even if you saved them you still got the presents later on). I didn’t feel bad at all about murdering them, and I think a major reason behind that is because they mask the crime with a big fucking green cloud. I think if they actually showed me jamming my arm down her throat and tearing out the slug, THAT WOULD BE EFFECTIVE! Although I do think they did a good job with the sequence where you’re in the little sister’s hideout and they’re all either terrified or enamored with you based on how you’ve played the game. That one made me pause for a second. I also think the the twist had more emotional impact than the obvious mind-fuck, as there was this sense of betrayal. Like you’d gone through all this shit only to find out you were being manipulated the whole time for some dude’s master plan, and there’s nothing you can do about it. I wish the golf club beating looked better though, because the not-very-visceral graphics there distracted me from the moment.
Like or Dislike:
0
0
Very true about BioShock. I was driven to “save” the little sisters initially out of a drive for the achievement, I’m somewhat ashamed to say. Although to this day I have not harvested one, even on my Brass Balls playthrough. I don’t really have a good explanation why, because you’re right. There really isn’t enough “cause and effect” in the game while you’re making that particular choice beyond how you’re recieved in Tenenbaum’s and the amount of ADAM you accumulate.
I felt terrible about Andrew Ryan. I really admired him… I was sort of glad the beating scene wasn’t as long and drawn out as it, realistically, probably should have been, because I would’ve felt legitimately upset after it was over. Well, more than I already was.
“My strength is not in steel and fire! That is what the parasites will never understand. A season for all things: A time to live, and a time to die. A time to build, and a time… to destroy!”
Remember when he called this out as you were heading in? And as he said “destroy!” the alarms started going off, the red lights turned on, the foundation shook … that was among my favorite Andrew Ryan moments. Ahh that game was so perfect. I’m with you though, if I start going on about it, I won’t stop.
Come to think of it though, am I ever glad I didn’t visit a single message board or FAQ while I played through that game for the first time. Would that have ruined things or what? Like, with Fallout 3, I went to the GameFAQs message board right after I bought it to check some random fact to be greeted by a thread that said “YOUR DAD DIES, EDEN IS A COMPUTER, etc etc” spoiler after spoiler right in the title. I was pissed. But these weren’t even THAT good of twists (although I think the Eden thing would’ve thrown me for a loop had I found it on my own).
It would’ve just mauled my experience with BioShock had I gotten off on that foot going on.
Like or Dislike:
0
0
Yeah, Andrew Ryan is one of my favorite villains of all time in any medium, mostly because I tend to agree with him. He’s the sort of villain that can bring you to his cause and make you believe, even though you know that the extremism of it is wrong on some level. I loved that guy.
And that sucks about the spoilers. That would definitely ruin Bioshock. I’m kind of going through that sort of deal right now because I always visit the IMDB boards for Lost, and even though I haven’t seen any explicit spoilers, just the constant discussion and theorizing and analyzing has made this season less enjoyable for me than previous ones. So I plan to stop going to the boards for season 6.
Like or Dislike:
0
0
Wow… thought I’d just skim the comments for the evening before I go to bed and I have Fallout 3 spoiled for me. Awesome.
I’m sure you’re reply to this will involve something about how I’m probably not going to beat it, but, still… plus you’re ruining it for anyone else that might come along who hasn’t beaten it. I’m debating on whether or not I should edit it out…
It’s Harry Potter all over again. And how you tried to spoil Bioshock for me.
Like or Dislike:
0
0
Fallout 3 came out about six months ago. This might be a little bit early, but at a certain point, if you haven’t played the game already, then too bad about the spoilers. Besides, you know that InsaneBear is just a place for me and David to talk about video games, lol.
Like or Dislike:
0
0
lmao. And yeah, sorry about that Ryan. I got caught up in the topic and forgot completely you just bought it. Or bought it a week ago… or something.
Like or Dislike:
0
0
I’m actually planning on writing something about that exact topic, actually. That is, when it’s appropriate to not have to prepend “spoilers” to a conversation.
Like or Dislike:
0
0
[...] Read the original here: Feature: The ultimate exclusive: Examining the emotional spectrum … [...]
Like or Dislike:
0
0
“But what about the good examples? In my personal gaming history, there’s one emotionally charged moment that stands out above all others for me. I was at a rather large Halo 2 LAN with a group of closely-knit friends and we were playing one-bomb assault on Zanzibar against a team consisting of four players who shared the name “Dip”. It was positively the most evenly matched game I’ve ever played, and I remember it went on so long that other teams who’d finished the round were gathering around to watch us. I could feel my heart pounding in my head as I barked out orders to my mates. I could feel the adrenaline speeding through my veins with every test of our tactics. And I felt an absolute head-rush when we won that match. Not only was there the obvious sense of accomplishment that comes with most every game, but there was a gratification that I had lived up to my expectations as team leader too. And when we ultimately lost the competition later that night, I felt like I had let my friends down. Only a video game can tell the story of leadership and force the player to really feel the pressures that go with it. And while competitive and cooperative multi-player games certainly are the best examples of this so far, I see no reason why these same feelings couldn’t be conveyed with AI partners and enemies.”
That was pretty much the most epic moment of my life. I never had so much emotion in my life than that night. Team Blouses all the way. Good times. Good times never to be forgotten.
Anyways…that picture…who in the world uses a joystick?
Like or Dislike:
0
0
Haha, idk, angry women who play crappy PC racing games? And that was a sweet LAN. I still remember that you got 65 medals in that Zanzibar match.
Like or Dislike:
0
0