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Brenda Brathwaite has created something most of us find illusive, a board game that makes people cry. Train
changes the rules of gameplay, eliciting an emotional response while
causing players to try to change the design of the game while playing
it. It makes them uncomfortable, sad, and unwilling to win.
When
discussing emotive games, it's important to define the emotion one
wishes the player to feel and when we want them to feel that.
Certainly, we've all played games that cause us to feel something. A
game becomes interactive and "fun" when it elicits a positive response
such as laughter, satisfaction, or awe. Consider the last time you
caused a huge explosion in a game or laughed at a bit of dialogue.
Game designers put in elements to bring forth certain responses on
purpose. Most players were touched by Aerith's death in Final Fantasy VII. Insomniac uses amusing quips to obtain giggles and smiles in the Ratchet & Clank series. I found the beggars in Assassin's Creed to be very annoying, while hitting them became very satisfying.
Meanwhile, Assassin's Creed touched on my fear of heights and, along with inFAMOUS,
created a small fear of water, at least during gameplay. Some games
create an unintended emotional response such as anger, annoyance, and
frustration. Therefore, for the purpose of this article, it's
important to define emotive games as those that involve a player's
emotions, in an intended way, even when they are no longer playing.
To
elicit an emotional response, the game must first be immersive.
Creating an immersive game is a huge subject by itself but, if elements
of the game are jarring players out of the experience, the required
interaction cannot be achieved. The player will not suspend disbelief
long enough to be affected by the game without being immersed in the
environment and story. It must touch them on a personal level and
stick with them after play is through.
Immersion is but a
small part of the challenge, however. In an age of internet guides and
forums, it's difficult to surprise players or sneak up on them. Players
don't need to choose whether or not to save the Little Sisters before
consulting the internet or guide to see the outcome of the decision.
Players hear about the treasure chest that voids the Ultimate Weapon
before the game is even in their hand. It would seem that touching a
player emotionally then resides in the story, but, it's almost too
difficult to avoid word-of-mouth.
One option is to take away player choice. Modern Warfare 2's
airport scene is appalling and disturbing. Players walk through a busy
airport, mowing down innocent, unarmed people. They can't run or rush
the scene. They don't choose the scene, it is given to them and they
must get through it. It haunts you long after playing.
This
uncomfortable scene is a powerful example of what I'd hope to achieve
in an emotional response. It doesn't allow player choice, while
touching the player's emotions in an intended way once they are no
longer playing.
It's only one scene, however. Re-creating this
response several times in a game would numb the player, dimming the
response. This is a fine example of emotive play, but not an emotive
game.
The next option involves creating ethical dilemmas in games. While I found Bioshock
to be one of the most immersive games I've ever played, choosing
whether or not to save the Little Sisters was not really an ethical
dilemma. It didn't change the game significantly and it actually
becomes a strategy for some. If you save them, you get the better
ending. If you harvest them, you get more weapons upgrades and more
trophies. Instead of being ethical, it simply becomes a matter of
what's important to the player.
Likewise, in inFAMOUS, being good or
evil fails to significantly affect play or ending. It, more or less,
changes the visuals of the game. Fable II, however, creates
decision-making that does affect the game without the player being
completely aware of the changes they are making. To get an emotional
response from this device, then, the designer must design ethical
dilemmas into the game that actually affect the gameplay and story.
The problem with this lies in the previously-mentioned word-of-mouth.
If we create decisions, how do we keep the player from looking up the
outcome prior to making the decision? And, how do we keep the player
from changing that decision when they get an unexpected response?
We
could make it a timed decision, but word-of-mouth means they'll know
about the choice before they get to it. We could take away decision,
but, we've already shown that, while this creates the intended response
in the short-term, it will ultimately fail to keep the player immersed
in the experience. We could make games that involve an ethical
decision which is merely the lesser of two evils. Again, though, the
guides and forums rear their ugly heads allowing players to make an
informed decision. Complicated, branching story lines involving many
decisions would seem the only, albeit expensive, option, then. In this
way, player choices would lead to other choices making them unsure of
the ultimate outcome.
In the final analysis, the answer would
seem to lie in creating a game that offers small ethical dilemmas. The
player should be making decisions with little thought to the outcome.
The decisions should seem so insignificant that they are invisible to
the player, making them unaware of how they are affecting the game.
And yet, the decisions should be significant enough to affect the
player in a small way even when making them.
Saves must be automatic
and seamless so that the player cannot undo a choice. The game must
be immersive and the outcome of the story should shock or surprise the
player in some way so that they become aware, in the end, that their
choices caused that outcome. Thus, the designer retains control of the
intended emotional response and outcome while giving the player the
illusion of control and decision-making. In this way, not only will
they be touched by the story and the game, but they will continue to
consider the choices they made long after they have finished playing.
Brenda Brathwaite created a game with all of these elements in Train.
Players make choices based on the rules of the game without being fully
aware of the outcome of those choices. When they suddenly become
aware, the game itself becomes an ethical dilemma that touches players
long after they have stopped playing.
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I play numerous Japanese adventures, simulations, and visual novels, and I find them very immersive and emotional. In fact, I find that even attempts at similar structures in American works such as Bethesda or Bioware products do not even come close. Of course, other people feel otherwise. Unfortunately, there's very little diversification of the markets as far as widely available, mainstream mass market products are concerned, at least as far as I have seen (and I've been playing since Pong, so that's quite a time span). For Japanese games of this type, the goal is to play through making choices and reaching certain outcomes, but then replay making different choices and trying to achieve different outcomes. Sometimes there will be unlockable alternative paths that were not originally available, or unlockable characters that only appear once the game is played all the way through at least once. In short, there will be content changes. Sometimes the change will be due to "unlocking and looping" by playing through and replaying, and other times the changes will be solely based on decisions made, locations visited, time of day, and other variables. This type of presentation is what I enjoy for genuine empathy and immersion in a game, although there are some strictly linear presentations that also create empathy for me (Xenosaga Episode 1 comes to mind, or the original Ys I&II and Phantasy Star).
All of that being said, the concept of evoking emotion is common to all storytelling, even oral storytelling and live performance. I don't think that the fact that guides or word of mouth exist really means as much as you say because it is the player's choice to access such information or avoid accessing it. Most people who experience a good story in film, print, or other storytelling format (even live performance, as I said) simply tell other people that they should experience the work, but they don't normally give away details and spoilers.
This reminds me of the scene with Billy Crystal and Meg Ryan in "When Harry Met Sally" where Harry explained that he always flips a new book to the end to read the ending. That's his choice, and that's how it must be for the enjoyment of the work by the audience. If he did not have that choice, he simply wouldn't read books because he doesn't enjoy reading through the entire work only to get to an ending he doesn't find interesting.
Well, this is just my input on the subject, but it's one that I've analyzed for many years. This is just what I've determined. I really wish I was in a position to create and maintain my own blog... ^_^;;
On the other hand, all games require the player to make some decisions or the game would be nothing more than an interactive movie. We must balance player choice with player experience. Consider, for example, the ramifications of decisions RPG's or sandbox games vs those of linear progression games such as Bioshock or Uncharted 2. Linear progression games are going to be more designer-directed with the player making only small decisions such as weapon choices or direction of a given battle, while RPG's and sandbox games allow the player those choices AND the option of leveling, revisiting other places, taking the story out of order, etc.
I can't speak for another designer, but, from the articles I've read, I doubt that Brenda Brathwaite was trying to use Aushwitz as a cheap ploy to get an emotional response. Instead, she uses perspective to teach a history lesson. If she had told the story from the point of view of the victim, it would not have had an emotional impact at all, which was the point of using that example for my viewpoint. It is because players are making the choice, not playing the victim. But, again, I thank you, because your example made me see that more clearly.