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  Touching Players Emotionally
by Shelly Warmuth on 02/03/10 09:59:00 am   Featured Blogs
3 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 02/03/10 09:59:00 am
 

Train Board GameBrenda 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 Dead Innocentsdisturbing.  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.

 
 
Comments

Dave Endresak
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Well, choice has to be in the hands of the player, not the designer, because emotion and various other elements such as "fun" is subjective to each person. If a choice I make results in an outcome I did not want, I must be allowed to make a different choice that results in my desired outcome. If not, I'll just play something else, and that's certainly not the desired outcome of game developers and publishers, even for educational or training simulations, let alone commercial entertainment products.

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... ^_^;;

Shelly Warmuth
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@Dave: Choice is an illusion, really. A designer MUST retain control of the ultimate direction of the game, otherwise the game lacks purpose. We are in at least some control of the player experience or it would fail to be a design.

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.

Shelly Warmuth
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@Stone: Thank you for your opinion...it has actually brought up additional thoughts on this subject for me which I will post here shortly.

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.


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