Benefits: The use of
related stimuli is the gold standard for inducing artificial emotions
across practically every media known to man. Great novels, paintings,
movies, and poems rely on their intense portrayals a human experience
that is not our own, but close enough to tap into our personal experiences.
As a creator, this is technique is quite cost effective and most of
us have been trained in its application.
You can craft
a single static experience that is broadly applicable to your audience.
You don’t have to worry about customizing your message. They’ll
expend the effort to find meaning.
You can rely
on your personal experience for inspiration.
This isn’t because you are special. Instead, it is because whatever
you come up with will likely be close enough to what someone else has
experienced. Humans are limited in what they can experience. If
you describe how you are feeling when you are sad or happy, you are
likely also describing how others are feeling when they experience those
same emotions. This greatly reduces the need for detailed customer
feedback, an expensive activity.
You can be sloppy.
Relevant stimuli is like using a shotgun. Whatever you make is likely
to be meaningful to someone in the audience. A wide range of modern
art and music plays on this loophole by showering people with ambiguous
messages. A small percentage ‘gets it’ and that is enough
to pay the bills.
Setting up cognitive
labels. If all else fails, relevant stimuli can still at least set
up the appropriate context for interpreting the experience. Even
if the player doesn’t tap into existing spiritual experiences, they
at least understand from the overload of religious symbols that they
participated in some sort of religiously-themed activity.
Limitations: Relevant
stimuli is amazingly powerful, but has some limitations when it comes
to use in games.
High burnout.
After a very short period of exposure, players start ignoring relevant
stimuli. Techniques like avatar mapping and other user-generated
content strategies can keep content fresher, but replacing consumed
content is still a costly issue to consider.
Limited interactivity.
Traditional forms of relevant stimuli do not change with the user’s
input. Movies, narratives and images are all about evoking a response,
but they have no ability to adapt once the player responds.
Unpredictable.
It is hard to guarantee that relevant stimuli will produce the desired
emotional response. Look at the case of Harry Potter. Most
saw the first book as a charming schoolboy romp and identified with
its stimuli targeting their own feelings adventure, mystery and coming
of age. Others saw it as an obvious promotion of witchcraft and
Satanism. They reacted with anger and fear. What your audience brings
to the work has a huge impact on how it is interpreted.
Technique 3: Biofeedback
"She begins to dance.
At first her movement is controlled and intricate. The screen
pulsates and she yells to its beat."
Not all techniques at our disposal
create both a physiological response and cognitive labels.
There are some that just do one or another. Such techniques can
be used as building blocks in a larger system.
One well-studied technique
that affects that body is bio feedback. This is particularly interesting
to game developers since it is a fundamentally interactive technique
and offers deep opportunities for mastery-focused gameplay.
Theory: In the
classical model of human behavior, there is the somatic nervous system
which controls voluntary actions like moving your arm and the autonomic
nervous system which attempts to maintain homeostasis by automatically
adjusting such things as body temperature or heart rate.
A surprising number of automatically controlled systems
can in fact be influenced consciously.
The most obvious one is breathing, as seen by pearl divers holding their
breath. Other systems can be controlled indirectly by consciously
adjusting related systems. For example by staying stationary,
slowing your breathing and thinking calming thoughts, you can slow heart
rate.
If only we could encourage
the player to directly control their physiological state, they could
consciously put themselves in a state that was conducive to feeling
the desired artificial emotions. Unfortunately, people are generally
quite poor at recognizing and attaining mastery over systems such as
the autonomic nervous system that have poorly-visible second order effects
that are only loosely connected to the original action. Most people
couldn’t tell you their heart rate and even fewer could tell you how
they could consciously speed it up or slow it down.
We see this problem of controlling
second order effects pop up in games all the time. Suppose you
add a switch that unleashes an AI monster, that then steps on a switch that
opens a door off screen. The end result is that users complain
that they have no idea why things are happening. The chain of
events between cause and effect is too long and confusing for the user
to form a testable mental model of the system.
In order to teach the user
how to control second order interactions, the game designer has to provide
lots of clear, concise feedback and plentiful rewards for the right actions.
Biofeedback applies these game design principles to the task of influencing
the autonomic nervous system.
Clear, concise
feedback through biometrics. Most people are not conscious of their
pulse. By instrumenting it with a simple heart rate monitor, we
can turn an invisible outcome into a clearly visible outcome.
If the player jumps up and down, they see their heart rate increase.
Biometrics take a little of the mystery out of the player’s physiological
state.
Plentiful rewards.
Players will stumble upon the techniques that make the metrics change.
Once the player jumps up and down and their heart rate increases, you
want to let loose the fireworks. The player needs to know that
whatever they just did is a good thing, even though it may not be obvious
why it was a good thing.