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Features

Book Review:
Creating Emotion in Games
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Creating
Emotion in Games

Author:
David Freeman
Publisher: New Riders
Publishing
ISBN: 1-5927-3007-8
Published: 2003
Pages: 539
Pros
- Clear, coherent body
of techniques can be applied in both
linear and non-linear game design
scenarios.
-
Conversational writing style and down-to-earth
sense of humor make for an entertaining
read.
- Popular examples
from film and gaming demonstrate each
technique as it is explained.
Cons
- Lacks an overall organizational
structure to unify the techniques
into a wider system.
- No step-by-step process
by which the techniques can be applied.
- Book needs more graphical
representations of its concepts -
e.g. flow charts.
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The
idea of injecting emotion into games has been a popular
topic for discussion in the game industry, and is
seen by some as a holy grail of sorts. On the other
hand, others view it as the bane of free-spirited
game design. Regardless, the last few years have seen
a great increase in the number of developers paying
close attention to emotional values in game design,
and at the front of the pack has been David Freeman,
a screenwriter-turned-game designer who has made a
name for himself by exploring the uncharted waters
of emotion in games.
In
Creating Emotions in Games, (New Riders Publishing,
2003), Freeman -- who has worked as a designer and/or
writer on games for Sony, Ubisoft, Atari, Activision,
VU Games, Microsoft, 3D Realms and Midway -- presents
a hands-on process for evoking emotion in game players,
one that balances the theory of story telling with
the realities of both linear and nonlinear game development.
Any
analytical approach to character and story development
has its risks. Yet Freeman's body of ideas, dubbed
"Emotioneering," is a surprisingly practical
set of techniques, characterized by clear, workable
concepts drawn from Freeman's own game development
experience. The book demonstrates these techniques
clearly, using colorful illustrations and scores of
real-world examples. And while Emotioneering as a
system certainly has room to grow, "Creating
Emotions in Games" represents the game industry's
first comprehensive approach to emotion-based game
design.
The
Emotional Heart of a Story
Emotioneering,
according to the book, is a set of techniques "that
can create, for a player or participant, a breadth
and depth of emotions in a game or other interactive
experience, or that can immerse a game player in a
world or role." The definition continues: "The
goal of Emotioneering is to move the player through
an interlocking sequence of emotional experiences."
Freeman
has generated some 1500 techniques for broadening,
deepening, and enhancing the quality of a piece of
interactive entertainment. The techniques are grouped
into thirty-two broad categories, and are designed
so as to bring to gaming a degree of emotional authenticity
that has historically been neglected by the majority
of game designers.
Freeman's
core premise is that video games, by and large, have
lacked the level of interesting content and emotional
depth that characterize media such as film and written
fiction. And this makes sense, for the interactive
format is relatively new, and is only now beginning
to reach a level of sophistication that might allow
developers to create emotional experiences at all.
Drawing
on his own experiences as a writer for both linear
and interactive media, Freeman weaves together his
thirty-two categories of Emotioneering techniques
in a way that should allow writers and game designers
to translate them into deeply emotional experiences
for their audience.
The
Breadth and Depth of Emotional Experience
The
heart of the book is a play-by-play breakdown of the
thirty-two categories, falling roughly into five principle
areas of focus: Dialogue, Characters, Relationships,
Game Moments, and Plots. Each of these areas is further
divided into a number of independent categories -
"Relationships," for instance, includes
NPC-NPC Relationships, Player-NPC Relationships, Group
Bonding Relationships, and so on.
Within
each category, Freeman presents techniques that enhance
the breadth of the game's emotional experiences,
and techniques that enhance the depth of those
experiences. (Think of the distinction as a pair of
axes on a coordinate plane. The x-axis represents
breadth, or interestingness, and the y-axis represents
depth, or emotion.)
In
any given aspect of a story -- be it a plot point,
a character, or a line of dialogue -- a designer or
writer must find ways to make that piece of story
both conceptually interesting and emotionally deep.
This is an idea that has been long advocated in traditional
screenwriting, but which is only now making its way
into gaming.
The
techniques of Emotioneering are designed to draw and
hold a player's interest in a game -- via well-developed
characters, clever lines of dialogue, detailed back
story, etc -- while also projecting a sense of emotional
depth -- via layered plots, multifaceted characters,
hidden motives, and so on. This back and forth between
"Interesting Techniques" and "Deepening
Techniques" -- and the integration of the two
-- forms the backbone of Emotioneering.
From
Star Wars to Grand Theft Auto: Instruction
via Example
The
book kicks off with a discussion of the differences
between writing for the screen and writing for games,
with particular focus on the traps that traditional
screenwriters tend to fall into when beginning to
work in interactive media. Freeman then launches into
an in-depth discussion of the thirty-two categories.
These range from techniques that enhance the use of
dialogue or induce a player to identify with a main
character, to techniques related to cross-demographics
or ways to tie story to game mechanics.
Other
categories include ways to make a player become enthralled
with the world of the game, ways to develop NPC character
chemistry, and ways to enhance emotional depth through
the use of symbols. The categories are varied and
diverse, and form an overall tapestry that probes
nearly every dimension of linear and non-linear game
design.
Yet
it's in Freeman's use of examples that this book really
hits home. Cover to cover, the book is filled with
rich illustrations from various popular movies and
games that bring the concepts of Emotioneering to
life. Included in the text are instructional analyses
of films such as The Matrix, Crouching Tiger
Hidden Dragon, and The Lord of the Rings
-- as well as games such as Ico, The Sims,
Final Fantasy X, and Grand Theft Auto.
Freeman
also presents an endless number of original examples,
including game script pages of his own. The examples
provide an accessible foundation upon which to understand
and apply the entire range of Emotioneering techniques.
In
Search of a Systematic Approach
One
area of the book that could stand to be improved is
the lack of a systematic method by which the body
of Emotioneering techniques can be applied.
It's
clear from the book that Emotioneering is applicable
to real-world game design - the techniques were distilled
from real-life production situations, and that's how
Freeman intends them to be applied. But the book needs
a cohesive structure to tie all the techniques together,
something to make Emotioneering more of a unified
system than simply a "set of techniques."
The
book might also benefit from a visual or compacted
version of its core ideas - a flow chart, a process
diagram, or perhaps a procedural outline - that would
show a reader how to convert the information in the
book into an applied practice.
As
a result, the only way to actually use Emotioneering
is to read the book cover to cover, become familiar
with the core concepts in each section, and then develop
a guerilla methodology by which to apply the ideas
in one's own production environment. This may be a
useful way to approach the text for some readers --
but it would nonetheless be nice to see Freeman address
this issue in his next pass.
Into
a New Era of Interactive Storytelling
Flow
charts aside, though, Creating Emotion in Games
succeeds in describing a system by which writers and
game designers can develop, enhance, and deepen linear
and non-linear interactive stories. Emotioneering
divides the world of interactive storytelling into
discreet and approachable units, and provides accessible,
interesting examples that demonstrate each concept
as it is discussed.
Overall,
Freeman has created what is probably the most cohesive
approach to interactive storytelling yet published
for the game industry. The book is informative, beautifully
illustrated, and an entertaining read to boot, dealing
out good doses of humor that keep the text's energy
high. So whether you're a game developer working on
your next project, a screenwriter looking to test
your chops in the world of game design, or a producer
planning to farm your story out to a third-party writer,
you will almost certainly benefit from this book.
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