Why Games Don't Stir Emotion Like Movies
I have heard many times how people are looking for "the game that will make them cry," or will offer an experience in gaming that duplicates the emotional range that a movie can take you through, for example. Let me first preface this post by saying that I am very interested to see if Heavy Rain can do something interesting in this vein. Yet I wonder if this is not a pointless endeavor, a Quixotic quest that is wrong-headed to begin with.
Look at the huge range of emotional experiences movies offer: romantic comedies, serious political dramas, steamy and seductive potboilers, dumb laugh-out-loud slap-fests. Many of these experiences, in both storytelling and emotional impact, are things games really (be honest!) haven't done successfully at all, certainly not as part and parcel of the gameplay experience (cut-scenes ARE movies, BTW). Do you wonder why? Wonder no more!
Two reasons, in my view:
1) INPUT (BUTTONS)
New-fangled gestural solutions aside, we generally interact with our machines, even PCs, with buttons. How our machines sense us is the key to how complex our interactions with it can be. Even PC keyboards are just a series of buttons that permit a very specific expression of language (typewritten).
Our buttons may have characters on them to allow typewritten expression, but for gaming they generally are good for traveling in a direction, jumping, selecting an option from a menu. In gaming, some of our buttons have made the logical transition to triggers, since we do end up doing a lot of shooting. When the way you interact with a virtual world is limited to button presses, it's little wonder than one of the most exciting and dramatic effects you can have comes from pressing the little one on the front of a gun. One button press, and the world changes.
The text parser has made little progress since the Infocom days, really. PC users have more buttons for control, keyboards have always been a natural for using text, but little advancement has been made in communicating WITH this keyboard TO your game. We chat online, or send our voices over the wire, interacting in the more complex ways we desire WHILE we play our game, AT THE SAME TIME as we play our game. But not WITH our game. Text and voice technology have really only advanced in the game space to support a sideline activity, chatting while playing.
Of course, we've added analog sticks, which was very successful in giving us more precision in our ability to influence spatial positioning and things like speed of movement and acceleration. Lately we've added gesture recognition, and some stabs and voice and handwriting recognition, to limited effect, really, in terms of this argument. The promises of Natal and the PS3 motion controller are, to me, little more than further refinement of spacial positioning control.
And when the limits of digital or spatial control do not support the actions that a character wants to accomplish, they have resorted to hoary old methods from Dragon's Lair days: the Quicktime event, as featured sporadically God of War and extensively in Indigo Prophecy.
To me, the emotional, interactive feeling of Quicktime events is always abstraction, due to removal from direct control, and either satisfaction at being allowed to continue or frustration at not succeeding the arbitrary test of reflex. At these times, when Kratos is at his most free, leaping around the environment in directions I could not have chosen, I am at my most imprisoned. Sadly, much of my Indigo Prophecy experience was similar. Without a different integration between the emotional impact of what you're controlling, and what you're doing to control it, Heavy Rain can reach for any emotions it wants, and I will only experience that in a muted way from the movie embedded (sporadically) among regular frustrating pass-fail gameplay experience.
In movies, we watch our protagonists give great speeches to rally their troops, we watch them struggle to control their emotions as they try to romance the beautiful girl, spot some unlikely and unintuitive solution to an impossible scenario (with no glowing flash to indicate it), sometimes find the struggle too much and break down and cry. There will never be a button for any of these actions that isn't picking an option from a menu, which further distances a player from the immediacy of the moment. Even if voice recognition, body posture recognition, and speech and text parsing technology could even recognize our actions and take a guess at our intentions, you know as well as I do that for the longest time, the gulf between what the technology actually did and what we would want it to do would be very great indeed.
The subtlety of wit, of representing humor and subtle human conversational influence, flirting, convincing, charming--all of this is beyond our ability to have a computer recognize. COMEDY is not possible in video games. At least, you can't PLAY IT, represent it, MAKE THE AI LAUGH to defuse a conflict. In terms of interaction, not watching cut-scenes or hearing voice-overs, button presses won't cut it for conveying using wit.
2) CHOICE (WINNING)
Many times, people have talked about the "win button" in games, but have you ever considered the absence of the "lose button?" Or how little interest video games have shown in telling story after the "Game Over?" There's no mystery there. In movies, people sometimes fail. Protagonists die, setbacks turn out to be unavoidable, fortunes flail and things don't turn out like you want. Perfectly great horror movies end with everyone dying horribly.
But when you interact with something, when you introduce the player's element of control, he naturally wants to turn things his way. In movies, you're along for the ride. Movies can foreshadow, show you the impending trap the protagonist is walking into, show you the viewpoint that the main character isn't privy to that would make all the difference. If a game does that, it has to artificially railroad you into not using the information. Games have improved greatly in their open-world, player-has-choice aspect. But most of the stories players write for themselves in these virtual worlds are probably not good stories:
"Gor was born a warrior, but was unsatisfied with his slow progress in growing strong. Gor paid a service to level up his character, and now griefs other players online because he can't be a jerk in real life, at work, where his boss pushes him around. All fear Gor, noobs!"
"Detective Johnson eyed his gun: six bullets left. There were 10 thugs in the next room, he knew from the cutscene moments earlier. He had two notches left on his life bar. He wanted a cigarette. Badly. Pausing for a moment, Johnson looked up a cheat code on gamefaqs to give him infinite life. He felt a moment of shame as he waltzed into the next room and marched brazenly up to each guy one by one, executing a stealth move kill by stepping around each one until they forgot about him. But he'd be damned if he was going to go through that gunfight again only to take another cheap death right before the checkpoint. Give a gumshoe some ammo, dammit!"
Games offer wish fulfillment, button-press action with positive consequences for the player character. Movie stories can include an aspect of HELPLESSNESS before an inevitable outcome. Impending doom. TRAGEDY is not possible in video games. The classic Greek role a tragedy puts us in, the watcher in the chorus who wishes he could warn or protect the characters from the march to the doom brought about by their hubris, is at odds with the idea of having any kind of influence or control.
The best games do right now is taint the victory to have an impact. The consequences of harvesting those plasmids becomes clear the first time you do it. Keep at it, and your victory is further tainted. You can make it out of Silent Hill, but instead of your daughter you now have a new, different infant girl, and you have lost your daughter.
Let's go back to the romantic comedy. Every one of them hinges on "the misunderstanding." One of the two characters meant for each other takes something wrong, gets the wrong impression, and the satisfaction of the plot is having them overcome that. As an audience member, you see both sides of the story. In a game, seeing that other information, you would choose to avoid the whole conflict, take the best easiest path to a happy ending. That would end up being a poor romantic comedy. Being a fella, though, I might enjoy it. Cut out the whole misunderstanding, romantic comedy over, on to the heavy petting, the game climaxes, everyone's happy, a quick cigarette, now let's get back to the space marine games with the triggers!
One button, and the world changes...
Movies, TV, books, art, games--they all offer something different. We shouldn't expect our games to duplicate the movie experience any more than we expect a book to capture the feeling you get from looking at a great painting. There will always be a place for each form of media because each of them is best at one particular thing.
Keep watching movies, keep READING BOOKS, keep playing games, keep each in their place for what they are good at it, give none of them up, support them all.
But only books are going to be any good to us, by firelight, after the coming nuclear zombie-robo-eco-pocalypse! So make sure you get your digital entertainment in now!




Quick, someone make a PC Games are dead topic. Look, if this is your opinion, then you are playing the wrong games.
www.twitter.com/danielbrent
Become my Netflix Friend
I did not read the whole thing...but I cried when Aeris died in FF7
PSN/Steam: Cheeto1016
WoW Blackhand: Openminded
Starcraft2: Cheeto
MY COMPANION CUBE!!! WHY DID I DO IT?! WHY... WHY... WHYYYYYYYYYYyyy...
"I basically do what Lou says." -- Yonder
I didn't cry, so much as roar with an inconsolable rage and spam all my best summons on that boss, not caring that some actually healed it.
PSN: SpacePPoliceman
Unsound Methods: This week, visiting Alabama and Neil Gaiman.
Wags. Neener neener.
I played Indigo Prophecy and Portal and FFVII about the only thing I don't play is the same damn shooter over and over, or movie wrapped in an rpg from Japan nyah nyah. I play all the right games. I know from what I speak.
As long as it comes down to buttons and winning, games won't move you like a movie. Maybe catch a corner of a similar echo of an effect, remind you of how a real story can move you, when it's not up to you to keep it moving.
Aeris died in a movie inside a game. Portal is funny, because of an audio track and a small pink heart piece of texture art, I'll grant you. Funny context, set pieces. Emotion from gameplay? Again, frustration and satisfaction, mostly.
Heavy Rain pretends to the throne.
I cried when I saw how long the original post was.
Ok, seriously, for the most part I agree. I've barely wept while playing a game. Maybe my eyes got a little watery in one game.
I don't find game stories that interesting. Of course mainstream movie stories are pretty hit and miss these days for me as well so....maybe this isn't my strongest reason.
Maybe it's that it's too easy not to pay attention to a game story. I'm there to shoot things and kill things in most story-driven games I've played. The 'ole game stories are like porn stories quote from Carmack comes to mind. I'm there to collect loots. To jump across chasms. To hit the ball in the hole. I'm just not there for the story first and foremost. And the distractions I mentioned above are fun and mean I don't have to pay attention to the story.
Or the frustration level in games makes it difficult to weep except for maybe at the crappy controls or bugs or difficulty or obscure puzzle or low frame rate or the early release date.... Almost every game I've played has some frustration in it. It takes me out of that emotional investment I might otherwise have in a story.
Last, story time is often a good time for a break. Hit the can. Go get some food. Check to see how much shampoo the 2 yr old dumped all over the carpet.
But some folks really buy games in order to get into the stories and live or die with them. So it's in the eye of the beholder.
Nothing inherent to the medium prevents games from having the emotional impact of movies. If a book, a medium that has many limitation compared to movies, can provide an emotional impact that is often superior to movies, then games should be able to provide experiences of a similar quality. The problem is game audiences are happy with incompetent storytelling, or are happy with storytelling that simply imitates books or movies and does not make use of the unique possibilities games present for storytelling.
I'd disagree. I can think of at least one interactive, tragic moment in COD4.
Games already excel at conveying broad emotions. Fear, for example. Silent Hill 2 and 4, and STALKER: Shadow of Chernobyl, scared me more than any movie I've ever seen, mainly because I had to keep going into these damn horrible environments in order to escape them. The interactivity added enormously to my experience, because I was not passively watching these events happen to someone else, as I would in a movie. Even though these games have cutscenes and viewpoint characters, I felt that these things were happening to me.
I'm confident that, as games attract more sophisticated audiences and creators, they will surely be able to provide emotional experiences that equal those of older media.
Their foot is in the door with our minds, as it were. - ClockworkHouse
Steam: ExitPursuedByBear
I can easily think of several more. Games like Shadow of the Colossus and Bioshock also play with the illusions of freedom given to players. Fatal Frame II had me inching my way towards tragedy with eyes open.
Somehow I just keep thinking of Ken Levine on GFW Radio exclaiming, "OH AERIS!"
"...but Larry is right: people are stupid." Mateo
Xbox Live: CrazyDudeAbides
Larry's Twitter
The Wahjah Gamer Blog
Fatal Frame II stirred more emotions than any movie I can think of right now. Thanks for reminding me, now I'll have nightmares tonight again.
"This is way, way more bad boy than you're gonna be able to handle." - Tommy Gavin on Rescue Me.
Xbox Live: AbsolutTexan
AbsolutTexan.com
Shadow of the Colossus, Mass Effect, Manhunt, there are more than a few games that achieve a 'stirring of emotion' in me. The problem with your whole argument is that you're saying games are objectively worse than movies at evoking emotion - a subjective state. Any one of us arguing against you is going to be arguing across purposes, because your real argument has "for me" tacked on the end, but you aren't stating it because stating it makes the opinion clear. I like how you capped "keep READING BOOKS", as if to say, "because you're currently not, and they are inherently superior, you philistines."
I like opera, because it stirs emotion in me. Other people do not, because it does not do the same for them. This does not make them bad at feeling emotion, and it does not make opera bad at stirring emotion. It's subjective. My background makes me look at opera in a different way from some people - neither better nor worse. I don't like reading mystery novels, but that doesn't mean they're a bad genre. I just look at them differently from those who do like them. That's how subjective things work.
Also,
Scratched wrote:
Much of the writing in games is pedestrian, and it doesn't help that the writer's task is to tell a story in a two-minute burst of cut scene designed to transition the player from, say, a segment driving a tank through a minefield to a segment of close quarter battle. So it's rare to find something that's a powerful as the seamless narrative of a good novel or movie.
I think the CODs by Infinity Ward does a great job of bringing emotion into games.
They love to put you in situations of overwhelming odds and you are fighting like hell to stay alive while the music cresendos.
I can think of defending the house against tanks in COD2 and tons of moments in COD4.
COD4 had me just staring at my screen dumbstuck.
So I think its the quality of writing that makes a big difference. Also, cgi/animation can't portray emotional range like a good actor can.
I think IW (and Valve) do a great job of writing though.
I don't think it's limited control that makes it difficult for games to convey emotion. I think it's the fact that the medium is interactive in the first place. It's the old right brain/left brain dichotomy. You are just not going to get emotionally involved when you spend most of your cognitive effort doing relatively complex problem-solving thinking. It's a lot easier to react emotionally with a movie or a book, because most of the time, you don't have to figure anything out in order to proceed. Of course there are exceptions, but even in mysteries or crime fiction, you aren't spending the majority of your time figuring stuff out. The best of those genres hook you by setting an interesting stage and giving you interesting personalities to follow.
(a.k.a. _/\ Carch) LIVE/Steam: badkenbad
Hanlon's Razor: Never attribute to malice that which can be adequately explained by stupidity.
I cried when Pacman finally ate all the ghosts. You go, yellow round thing, you go ;_;
Be popular! Join the Steam GWJ TF2 group!
--
TF2 Stan's Lounge Pub: 63.209.34.11:27015
FF8 stirred a lot of emotions in me. They were all negative, but still.
Certis wrote:
Fedaykin98 wrote:
<+katisu> Q-Stone is an internet genius
PSN/Steam: Cheeto1016
WoW Blackhand: Openminded
Starcraft2: Cheeto
Phantasy Star IV made me cry when I was a teenager and seeing Alys' death when I replay it still bothers me. The end of disc one in Lost Odyssey left me sobbing.
XBL | Steam | Art | Blog | Backloggery | Twitter
What about Floyd the robot from Planetfall? Or the cradle in Thief 3? There are tons of examples out there of games stirring emotion and doing it well. Better than some movies do it even. I think you don't see more of it because it's a game. The point of it's existence is different than for a film. (for the most part)
On the input point: I can't speak for everyone, but when I'm playing a game, I'm not just pushing buttons. Except for incredibly complicated RTS type games (which I don't like), there is no conscious "press space bar to jump" going on. It's just like walking, completely automatic. If I want to move forward, strafe right, or aim just a liiiitle more to the left, it just happens. So for me at least, there is no barrier to immersion there. Which is IMO what allows you to form any sort of emotional attachment to a medium.
Lack of immersion is why you aren't scared by a horror flick if it's noon with the windows open and people chatting in the living room next to you.
Gumbie wrote:
Psych wrote:
I'd also like to add that many games do slapstick comedy extremely well, not in the cutscenes, but in the gameplay itself. Battlefield 1942 and sequels, the GTA games, Carmageddon, TF2 -- all games where I've burst out laughing because something absurd happened as a result of gameplay. Sure, watching a Jeep land on someone is not sophisticated humor , but neither is Wile E. Coyote or Laurel and Hardy or Airplane! or Dumb and Dumber, and so on and so on.
Their foot is in the door with our minds, as it were. - ClockworkHouse
Steam: ExitPursuedByBear
I felt quite strong emotion of guilt in Planescape - the murder investigation quest - I couldnt find any hard evidence to nail one of the three suspects so I just gave up one of them randomly just to progress. Quite some time later in the game I accidently found out who the real killer was.
I had no strong emotional ties to any of those involved in the murder but I was really attached to the world and protagonist and it suddenly all clicked and seemed real - I had made a rush judgement just to get over with a task and it had had consequences for those involved. And there wasnt even a reload possible, since I had gone a long way since then. The Nameless One just had to live with what he had done.
Games can evoke emotions, devs just dont work too hard to get there, at least to get to the more nuanced emotions. Even a frenzied roar of victory at the arcades is emotion, why nobody takes that into account. To get more nuanced stuff you just have to utilize more nuanced methods.
I`m Artsy Partsy Gun For Hire
And movies are just a combination of audio and visual recordings. Music is just sound. Books are just words. Both are, according to you, far superior mediums for emotional impact. But games contain all of those elements.
So how does that change the emotional impact? How does the addition of interactivity remove any emotional response?
Valve wrote:
It's a very well reasoned argument, Imbarkus. I just happen to disagree with your conclusion.
I still believe that video games are emerging from their infancy in terms of a respectable medium for entertainment. Movies have had nearly a century to establish themselves as the de facto standard for entertainment, as it takes the thunder from both audio and visual art (two means of entertainment that are a millenia old) and combines them.
Video games now are light years ahead of video games 30 years ago in many aspects of their nature. You struck on a few of the externalities (graphics, sound, choice), but the posters above me have given a plethora of examples of games that tugged at heartstrings for multiple different reasons. Given another 70 years and I think you'll see interactive media replacing movies and television as the preferred choice of entertainment for our culture.
Yes, I am aware that I am (somewhat crudely) lumping video games in with "the internet" here -- but really what are video games other than an interactive multimedia experience? A well produced interactive web project in 2009 is exponentially more of a "video game" than aside scroller from 1985. And I expect that evolution to continue.
Your complaints with video games seem to stem largely from the complaints of attempting to tell a story in the first person -- and admittedly first person environments is an area that interactive media has met with its earliest success. But I don't find that to be constrictive; rather, it's a starting point. Look at game like Black and White or the Sims: the structure is there for some very powerful stories to be written, or some hilarious and poignant romantic comedies.
Video gaming culture has moved further, faster, than any medium before it -- but it's still a baby compared to movies. In 100 years, non interactive entertainment will be considered as niche and quaint as books on tape.
The Michigan Beer Blog: Drinking in (and above) the Mitten
There is also not the same level of emotional targeting in the average video game. The majority of games where the character is 'you' (e.g., an FPS) are targeted at the level of Predator or Robocop. These are very enjoyable movies that don't dig into the psyche. The times where games have actually worked to go deeper have been as successful as movies. The above references to CoD, BioShock, Fatal Frame, and my inclusion of Max Payne's flashbacks/dreams, are all good examples.
TheArtOfScience wrote:
Why Aeris' death was so emotional was BECAUSE of the mechanics of the game. She wasn't an NPC or group guest. You got to choose her name. You determined how much play time she got. Her Limit Breaks had 4 levels like everyone else. The fact that she leaves the party shortly before her untimely demise is a source of worry, at least for me it was. She was a party member, why did she leave? I remember vividly that I had an accessory that nullified Jenova's attacks and I, being all of 13 (i.e. moody, depressed), watched for about 10 minutes as Jenova made fruitless attacks as a sort of perverse revenge.
I think the reason we get so emotional over certain movies and shows is because we can project a bit of ourselves in the characters. I believe that this is more consistant with movies and music because we're just spectators. And in a game its easier to distance yourself because, yeah, right before she died, I ran in circles to grind a few levels for the next boss. But the pendulum swings both ways and all of a sudden, a character that I thought was developing nicely was suddenly killed off. Yeah, I had strong emotions about that.
And God of War is no different. I f*cking hated every f*cking boss I strived so hard to beat only to have a cheap hit landed and get killed to try again. And that satisfaction of killing said boss in a terrible QTE way was immensely satisfying. Yeah, I had strong emotions about that. True, those emotions were kind of meta, but it was Kratos' win as much as mine. So, I respectfully disagree.
But this is a good topic.
KingGorilla wrote:
Oh my, I'd forgotten about the ending of the first disc of Lost Oddyssey. Definite lump in my throat there. One of the best bits of virtual acting I've seen.
As for Aeris, the emotion I felt most there was indignation. I'd just spent ages grinding to level the bitch up and kit her out with awesome lootz. Same with Nei in Phantasy Star 2.
XBL: Spiffing Wotwot
Amoebic wrote:
I've gotten choked up over just as many games as I have in movies.
In movies it usually has to deal with a great loss of human life, i.e. Saving Private Ryan when they pan the grave yard at the beginning, then seeing the battle that took all those lives.
The only games I can think of that caused an emotional response on that level are:
1) Call of Duty: Modern War 1, ending of the Marine campaign and the end of the game.
2) Fallout 3, when I let Dogmeat die for the final time and didn't reload to bring him back
3) the movie at the end of Halo 3 (before the credits)
I don't by the whole "controlling being a limiting factor" argument. Maybe because I've grown up manipulating machines/computers with controllers, that they have become an extension of myself. I personally don't want to hold my hands up the whole 6 hours I'm playing a FPS, two analog sticks work just fine.
"Accuracy by Volume!!!"
| XBL: TigerBill | Steam: TigerBill13 |
What I don't get, is why people focus on crying? Making people sad is really easy, any hack can do that. But Erik Wolpaw can make me laugh, which is volumes harder to do, and riskier.
www.twitter.com/danielbrent
Become my Netflix Friend
Well, the funny thing about emotion is that it's subjective almost by definition. I also bemoan my lack of emotional involvement in games, beyond thrill/frustration. But I was genuinely affected by Portal, specifically the disposal of the Weighted Companion Cube (whoops, spoiler warning, sorry).
Of course, like BioShock or Fatal Frame II (I hear, I'm too scared to play it), I have no control over how the situation plays out (so I guess that makes it art, Ebert?). But I'm still played by the game, psychologically. By identifying and personalizing the Companion Cube with something as simple as a heart, suggesting that it might talk to me, and describing its disposal as euthanasia, Portal creates this dramatic conflict in miniature between myself, and the game personified in GLaDOS. Because I don't trust GLaDOS, I wonder if the Cube might actually talk to me—I also can't trust Chell's ('my' diegetic) mental state, so I have reason to believe it might even talk, even if only in Chell's head. And since GLaDOS tells me to ignore anything it might say, I know it would be antagonistic towards her, and therefore my ally—though I'm entirely unclear how that might play out mechanically.
So now I spend the next ten minutes trying to defy GLaDOS and save the Cube. This is entirely an emotional investment on my part, because a) I know the mechanics preventing me from saving the cube (the energy fields); b) I don't know if there are secret mechanics for bypassing the field; c) I don't know if there would be a strategic benefit to bringing the Cube with me to the next levels; and d) I want to know if the Cube is going to be my friend, if it is in any way alive. When I ultimately concluded that there was no way of getting the Cube into the elevator, I reluctantly incinerated it. GLaDOS congratulates me on how fast I came to terms with 'killing' it, and I feel worst of all, despite knowing full well I've been manipulated and had no choice (just like in a film, if that's your barometre).
So even though you could argue the conflict occurred "outside" the gameplay (there were no rules or circumstances that provided the possibility of saving the Cube), it was certainly not projected to me linearly like a cutscene. Even if my only other choice in the interactive moment was not to incinerate the Cube, and therefore not progress, it was still a choice I had. And because I was psychologically invested in the process, emotion flowed from gameplay.
Maybe it also helps that I'm crazy. Colossi? f*ck'em. Completely inanimate object? I have to save it.
XBL | Steam | BGG
ClockworkHouse wrote:
Because "men don't cry."
Crying is something most people don't do as often as laugh or smile or etc. It's a fairly extreme and recognizable emotion in our society, so it's easy to become a focal point. Personally I find it's much harder to make me laugh in a book than a movie or game. Crying (or at least having a significant emotional moment) is easier for me in books and movies than games. I think this is a very general view of the mediums, though I would say it's easier to elicit emotions in movies than books. Something about the connection to characters due to the visual and auditory connection.
I'm rambling . . .
MilkmanDanimal wrote:
NSMike wrote:
http://steamcommunity.com/id/garion333