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By David Freeman
Gamasutra
[Author's Bio]
July 24, 2002

Putting Emotion into Game Stories

Symbol Type #1

Symbol Type #2

Symbol Type #4

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This feature originally appeared in the February 2002 issue of Game Developer magazine

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Features

Four Ways to Use Symbols to Add
Emotional Depth to Games

Symbol Type #4: ASymbol That Takes on More and More Emotional Associations

This is another plot-deepening technique, as it too tends to extend throughout an entire plot. It can be either a visual object or a verbal phrase. One symbol of this type is a very familiar one: the American flag. What does the flag mean? It means a lot of things: democracy; courage; the right to live the life you choose; freedom of speech and religion; a nation ruled by law; Yankee ingenuity; and more. Yet when we look at the flag, we don’t consciously think of all these things, we just experience the emotions that these associations evoke in us.

When a symbol reappears over and over again during emotionally charged moments, some of the emotion rubs off on the symbol, and the symbol thus takes on more and more emotional associations as the plot advances.

Visual Example
In the film Braveheart, Mel Gibson plays William Wallace, a historical revolutionary leader in Scotland. There’s an interesting symbol used throughout the film — a thistle, and a handkerchief with a picture of a thistle sewn into it. This symbol takes on more and more emotional associations as the film goes along.

When Wallace is young, a little girl, Murron, gives him a thistle at the funeral of his father and brother, who have been killed by the English. So the thistle is associated with love. When they’re older, the two begin dating, and he gives her back this same, dried thistle. Once again it is associated with love. When Murron marries him, she gives him a handkerchief with a picture of a thistle embroidered on it. It is still associated with love.

Later, Murron is murdered. Had this been the only way the handkerchief had been used, whenever Wallace looks at it with sadness, we would understand and feel his personal anguish. It would evoke in him (and in us) emotional memories and feelings about her uniqueness, the beauty of their love, and the sadness of her passing.

At this point, we could call this a highly personal symbol, as it would be highly personal to him for reasons we can understand and which move us too.

A highly personal symbol, and a character’s reaction to it, can be an effective way to evoke a lot of emotion. It’s a character-deepening technique. However, in Braveheart, the handkerchief goes on to take on more and more emotional associations throughout the plot, and so it becomes a plot-deepening technique.

After killing the English magistrate who had murdered Murron, Wallace stares at the handkerchief. By now it’s begun to be associated with revenge. The handkerchief will be with him as he becomes a leader of the Scots in their fight for independence, so it eventually comes to be associated with freedom.

And finally, after Wallace is killed, wishy-washy landowner Robert the Bruce takes up the fight. Robert leads his men into battle holding the handkerchief, which is now associated with courage.

Throughout the film, the handkerchief with the thistle keeps reappearing, always during emotionally charged moments and always associated with love, revenge, freedom, or courage. By the end, the handkerchief is simply saturated with emotional associations, sort of like the American flag. An important point to make here is that when we see the handkerchief in Braveheart, we don’t consciously think about all of these meanings and associations. Instead, the handkerchief evokes feelings in us from the many emotional experiences with which it has come to be associated.

Hypothetical Game Example: Visual
Let’s say you’re designing a game with a Tolkien-like story. (Yes, it’s overdone, but we’re just talking hypothetically.) So you’ve got your meek, Hobbit-type player character going up against a fearsome enemy with supernatural powers. Maybe the player character’s motivation is that the villain wiped out his family. His father had given him a pendant with his family crest, handed down through the generations.

The first time we see the pendant is in a cinematic, when the father, as he lies dying, gives it to the son. So the pendant is associated with love. As the player character goes on his quest to bring down the villain, he can recharge his life force (if he doesn’t do it too much) by clenching the pendant. So the pendant comes also to be associated with life. At some point the player character needs to give the pendant to a fallen, dying friend, to save her by recharging her life force. Now the pendant is associated with the act of self-sacrifice for a friend. And if the pendant eventually comes back to the player character and gives him a decisive superboost of life force for the final battle, it would then be associated with victory.

Although it would operate outside the player’s conscious awareness, the pendant would be a symbol that takes on more and more emotional associations, thereby adding emotional depth to the story. However, because the pendant also plays a role in gameplay, it’s doing double duty as a usable symbol.

Game Wxample: Visual and Verbal
In Max Payne, above the rough-and-tumble squalor of the city float billboards for the mysterious Aesir Corporation, with its logo (the R in Aesir has a little wing on it) and its slogan, “A bit closer to heaven.” At first, the billboards have the emotional quality of taunting the residents of the city by reminding them of class distinctions. After Max (the main character) discovers that the Aesir Corporation is responsible both for the city’s decrepit condition and the murder of his wife and child, the logo and slogan become associated with the enemy. And when Max triumphs in the end and finally attains some inner peace, he adopts the slogan “A bit closer to heaven” as his own. The phrase is now associated with transcendence.

If this symbol only made Max Payne players think about these different associations, then despite the fact that it was a wonderfully bold and inventive attempt, it was, to a great degree, unsuccessful. But if it evoked in players a variety of emotions that accompanied these different associations, then it was successful.

Going Deep

This article has covered four distinct techniques for evoking emotional depth with symbols. Each use is quite different from the other, and they can be used in combination. If no one notices your work after it’s done, that’s just fine — in general, they’re not supposed to notice.

When using symbols, you’re not creating intellectual exercises for your audience, forcing players to try to figure out what a symbol means. Using a symbol for that kind of mind game would detract from any emotional impact. Instead, when you use one or more of the techniques presented here, you deepen the player’s emotional experience in the game by letting the symbol evoke the player’s emotions.

While many of the examples of these techniques come from film, their use in games presents a unique tool to designers in the form of usable symbols functioning in gameplay. Games with stories have come far, but still have a distance to go. When game designers and writers master techniques to create complex characters and artfully evoke emotions during cinematics and play, this new entertaining art form will truly have come into its own.

Acknowledgements

Thanks to Wagner James Au, David Perry, Chris Klug, Jason Bell, Henry Jenkins, Mike Morhaime, and David Taylor for their very helpful feedback in preparing this article.

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