Conclusion
Let’s review what we’ve
covered so far.
- Two factor theory
of emotion. Emotions are synthesized out of two parts, a physical
state and a cognitive label.
- Emotional memories.
Recalling personal memories can trigger both the physical and cognitive
elements necessary to induce emotion. In Bacchus, the confession mechanic
makes use of this technique.
- Relevant stimuli.
Blasting the player with a set of stimuli that are likely to trigger
universal emotional memories can trigger both the physical and cognitive
elements needed to induce emotion. In Bacchus, the theme of the
avatars and the rituals relies heavily on relevant stimuli.
- Biofeedback.
Helping the player track their physical state helps them move towards
a state that is conducive towards feeling the desired emotion.
In Bacchus, the biofeedback monitors and onscreen feedback make use
of this technique.
- Setting social
norms. Creating isolated groups that build up socially acceptable
interpretations of events can have strong influence on setting the appropriate
cognitive labels for an experience. Bacchus uses online social
groups and discussions with planted moderators to create an atmosphere
where players are encouraged to interpret their experience as a spiritual
one.
Each of these techniques attempts
to use applied psychology to evoke artificial emotions. This is a fundamentally
different tactic than you find used by most novelists, scriptwriters
or musicians. It is worth exploring further. Instead of looking
at emotion in media as a reflection of the artist’s internal muse,
we can treat the player’s emotion as a system that we can model, interact
with, and through the use of strong feedback systems, push toward desired
states.
To simplify the situation immensely,
most media, be it music, movies or books taps into emotion by rehashing
pre-existing experiences. Games, though they may fall back on
rehashed experiences occasionally, are uniquely capable of creating
new emotionally powerful experiences. In a novel, you can read
about someone falling in love. In an MMOG, you can actually fall
in love. Real experiences generate vivid, new emotions.
Here is a thought. When
trying to create emotion in your players, tone down with the fixation
on Hollywood, camera techniques and in-game narrative. It isn’t
our unique strength as a medium. Instead, explore what would happen
if we, as designers, actively attempted to create and manipulate the
social, psychological and physical environments of our players in order
to induce artificial emotions. Toss the storyboards and scripts.
Game design becomes an exercise not so dissimilar from the movie The
Truman Show. You provide the carefully balanced system that sets
up the appropriate physiological states and cognitive labels. The players
react with predictable, measurable human drama.
In this brave new world of
emotional experiences, you design interactive systems that play the
player like an instrument. Except instead of tunes, they are belting
out tears.
Take care,
Danc.
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