Quote:Original post by ArchangelMorph
Quote:Games don't have this aspect to them, because making a minigame called hug the characters daughter does not convey the same effect as watching it knowing that it might be the last time. |
But how do we know that? |
Because I'm introspective and know that if the hug becomes a minigame then I am less emotionally involved in the hug. (At least, in the sense that matters. I may or may not be emotionally involved in it as a game, but that depends on how good the minigame is.)
Or you want something a bit more empirical? FFVII allowed you to "date" Aeris, Tifa, Yuffie, or Barret at the Golden Saucer. Once I knew this, and knew what affected it, it killed the scene for me emotionally. Sure, I could then strive to get the date I wanted. Now, you might point out that which I wanted was influenced by my emotional attachment to the various characters, and that's true, but the date scene itself still lost its emotional impact on me.
Quote: Has any of us ever played a game where a character has displayed some kind of relational emotion towards another in that way..? |
How do you mean? Deus Ex? The Final Fantasy Series?
Quote: The best attempts at emotion i've seen so far are in games like final fantasy and the metal gear solid series but the biggest problems i have with how such emotional aspects are portrayed reside in the fact that these games communicate the characters in a very japanese way.. I can see how a japanese gamer could get very emotionally involved in the narratives of these games as they are told in a way which reflects japanese media cultures like japanese film, anime etc.. Although these styles of "storytelling" work well in entertaining us westerners, they tend to miss the ball when it comes to creating emotional ties between the player and the game/characters/story as the way we recieve it is different (not to mention the added layer of localisation often ruins the key aspect of creating an emotional plot; the dialogues..) |
I'm not Japanese and their techniques seem to work fine on me, and I'm not even obsessed with Japan like so many nerds are. Maybe if you were more specific about which techniques you thought were failing...
Quote: I would love to see how a game could fair that isn't all about action and "gameplay".. |
A game... not about gameplay... [rolleyes]
Quote: I mean lets look at Halo for example.. You have a supersoldier fighting through an army of aliens on a quest to save the world.. But what's his motivation..? why does masterchief continue to fight..? Not only does the game not give the player any indication of this but it also doesn't allow the player to relate to the character in any way.. All dialogue throughout the game is focused soley on the mission.. never at any point does masterchief show human characteristics.. He never gets tired.. He never has doubts about his abilities or his orders.. He never portrays any kind of consideration for the sentient life forms he continuously guns down, he never worries about the futility of his fight even though he's been doing it for so long.. |
I haven't played Halo; is the player the masterchief that continues to fight? If he is, then I believe you'd get many people complaining about how you forced emotions on the player if he showed emotion. In a shooter (which is the genre I understand Halo to be in) I don't want my character getting tired or doubting his abilities. I don't want him to hesitate before he shoots the alien. I want to shoot things. Tiredness, doubt, and hesitation get in the way of my shooting things.
Quote: Either masterchief (and so many other game protagonists, if not all of them) is a robot or the games designers failed him in a really big way.. they failed to create a character that was both courageous and powerful, and also human.. As a result the player goes through the game treating the whole experience as if nothing matters.. without caring about the character you don't care about the world.. without caring about the world you don't care about the plot.. without caring about the plot what do u have left..? |
Guns, and aliens to shoot with those guns.
Quote:Original post by ArchangelMorph But are such emtional ties merely a tool for justifying the next set of "goals" in the progression of the gameplay or can they be used in much more elaborate and integrated (i.e. not just in cut-scenes but all around the player and present in the game world) way..? |
I don't think they can be "more integrated", at least not without taking away their force:
- Cut Scenes - Effective, but not integrated
- "Atmosphere" - What's the right word for the books and such you find lying around? Well, somewhat integrated, but not effective (at least I don't think ArchangelMorph finds them effective).
- Part of the Game - Integrated for sure, but now it's part of the gameplay. That kiss is desired not for love of the character, but for love of the stat bonus or, failing that, as a trophy.