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Can a computer game make you cry? An Investigation into the emotional impact of computer games

Can a computer game make you cry? An Investigation into the emotional impact of computer games

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Can a computer game make you cry?

An Investigation into the emotional impact of computer games

Introduction• Story Driven Games

– Definitions, examples & research– Emotioneering– Social Online Gaming

• Graphics– Film– FMV vs. in-game narrative– Games which succeed– Emotion Engine

• Competitive Games– Research - iMedia lab– Single Player– Multiplayer– EA Fight Night 3

• Sound– Hardware and software

• Game Industry and Film Industry

• The Future and Conclusion

Story Driven GamesThis is a game which relies on plot, characters and atmosphere to create an immersive environment for the player to explore.

Quality of the game experience hinges on the quality of the story

This covers many genres of game– RPG: Final Fantasy, Oblivion

– FPS: Half Life, Call of Duty, F.E.A.R

– Adventure: Max Payne, Monkey Island, GTA

EmotioneeringPhrase copyrighted by David Freeman. A number of game design techniques which can create, for a player or participant, a breadth and depth of emotions in a game or other interactive experience

The goal of Emotioneering is to move the player through an interlocking sequence of emotional experiences.

Examples:

– Giving more depth to common NPCs– Plot deepening– Tie story to game mechanics– False sense of choice– Place love interest in danger– Plot twists– Many more

Pros• Simple set of rules and formulae for game designers to follow• Creates believable, interesting scenarios• Very effective when executed properly (Aeris)• FMV sequences once popular• Buzz word at the moment• Allows fluid loading and saving

Cons• Lacks innovation• Games become recognisable and clichéd• Heavily Scripted games take away freedom from the player• Removes players from the story• Lacks real choice• Almost tells the player what they should be feeling• Follows film conventions too strictly• you can lead the audience to water but you cannot make them feel

Cinematic sequences and FMV

• Copy Film conventions, e.g. Camera angles, lighting, similar effects

• Usually just copy similar film sequences

e.g. Call of Duty/Saving Private Ryan

• Pre-rendered so of higher graphical quality than in game footage – 99 nights

• Can be effective if used well and not just as eye candy – Final Fantasy VII

• C&C integrated FMV and real video to ridiculous effect.

FMV stands for full motion video. Basically, cut sequences which were popular in last generation of consoles. Used to link parts of the game through a short story

In game narration sequences

• Ability for user to interact with the narrative in a number of different ways. Not on rails.

• Keeps the continuity

• Makes the whole experience more believable

• Used effectively in Half Life 2

Rather than cutting away to an FMV the in game engine is used. This is due to the advances in technology which allows the real time rendering to rival pre-rendered FMV in terms of graphics and beating it in terms of interactivity, immersion and also load times. As a result FMV is falling out of favour.

• Planet Fall (1983)– First genuinely emotional moment in

a computer game

• Aeris from Final Fantasy VII– Widely acclaimed as the most

emotional moment in a game– Main character’s love interest is

abruptly murdered– Example of a great FMV sequence– Amazing sound

• “Action games can lead to a state of frustration, panic, exhaustion, and suspense. Then, anger, spitefulness, relief and worry kick in”

• The Sims, Black and White – unique, innovative

ICO• Critically acclaimed as one of the most

emotionally moving games.• Totally avoids FMV and common

emotioneering techniques. • Instead relying on moody, muted graphics,

sparse but meaningful use of sound and believable characters.

• Unique story derived from a traditional Japanese tale

• Did not sell well.• ICO lets the player interpret the story

rather than shoving emotional sequences in their faces

Graphics

• As computers/consoles get more powerful, more realistic graphics are possible

• Sony’s “Emotion Engine” is simply a faster graphics chip

• Extra polygons equals more realistic models/characters but does it equal more emotion/better characters?

• Is Final Fantasy VII any less emotional than Final Fantasy XII

• Nintendo – “How many polygons do you really need to make a cartoon plumber..”

Amplification through Simplification

Sometimes, ultra real graphics are not as effective as cartoon style graphics. No less detail on a polygon level but a definite difference in realism.

• Very hard to make a realistically modelled human come to life – dead eyes

• Charlie Browne

• Toy Story 2 vs. Final Fantasy

Competitive Games

Huge emphasis on graphics quality but also on gameplay. Users want to be amazed at first then learn and appreciate the games finer pints and details

• Sports – Smackdown, Pro Evolution Soccer 5

• Puzzle – Tetris, WarioWare

• Team Games – Battlefield 2, Couterstrike

• FPS – Unreal Tournament 2004, Quake Arena 3

• Strategy – C&C, Age of Empires series, Civilisations series, Worms

A game whose entertainment value is derived from the challenge it offers on a logical, mental, skilful, etc. level. Often a simulation of real game/sport.

Studies have shown that if a player doesn’t enjoy a competitive game then they are unlikely to exhibit any meaningful emotions other than frustration. Fun has been broken into 4 main types in relation to this:

• Easy Fun is linked to curiosity. Usually typified by a sense of exploration and non-constrictive goals. Ambiguity, sandbox gameplay, roleplaying and fantasy all typically fall under this definition. Exploration in the *Myst* series and the sandbox sections of the *Grand Theft Auto* series were given as examples.

• Serious Fun, also referred to as Altered States, is described as meant for players who "play for internal sensations such as excitement or relief from their thoughts and feelings."

• People Fun is about amusement and refers to the social aspect of gaming. Whether online or with friends in the room, the feelings of “schadenfreude” (German word for deriving pleasure from the misfortune of others) and/or

• Hard Fun. This should lead to the ultimate gaming emotion, Fiero - An Italian word that means the feeling of personal triumph over adversity.

Link between Emotions and Fun

Single Player

• Usually involves the player learning a set of skills to win.

• Player plays for the sense of achievement, challenge and excitement.

• The top score achievement very important

• Realism often very important especially sports games and simulations

• User placed in a God role – sense of power

• Assume roles not possible in real life

Multiplayer

Games which involve two or more players at any instant. Practically every genre of game adapted to suit.

Competition between players the major emphasis.

Research in iMedia lab:

• Xbox 360 Pro Evolution Soccer

• Rivalry quickly grew

• Similar to emotions felt while playing sport though less powerful

• As gaming recently turned professional definitely comparable to real sport

SurveyRole playing games 78%

First person shooters 52%

Action 49%

Adventure 48%

Fighting 39%

Sports 34%

MMOs 32%

Racing 31%

Real time strategy 24%

General strategy/puzzle 15%

Flight simulators 8%

Flying 8%

This survey of 535 gamers shows which genres they found to be most emotionally powerful.

33% of the participants report that games are quite an emotional experience

8% think they're tremendously emotional

Still, when asked what art forms speak the most to us, games don't rank at the top.

Ranked 1 to 6, where 1 is the most emotional, the order was: movies, music, books, video/PC games, paintings/artwork

Game Industry and the Film IndustryLong relationship between them. Games have always followed, copying many features from film.

– Game developers often fail to realize that trying to emulate films does not necessarily lead to the best emotional experiences for players.

– But both mediums are so different this doesn’t make sense – time played, intervals, interactive/passive experience, commitment.

– Games sold as being "cinematic" an attribute achieved much better by film

– Rely on a high profile license to sell a game– Best success trying to stimulate the emotions which games excel at,

rather than trying to emulate what is best accomplished by other media.

– Advantage needs to be taken of the interactive nature of games.– Concentrate on gameplay, AI and innovation

Raging Bull

Sound being neglected in terms of hardware and software. Could be compared to early films? Before film became an accepted art form

If sound engine needs more than 10% system resources then it will not be implemented

EA Fight Night uses sound to great effect but still room for much improvement