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And if it were possible how do we acheive it? How can you make a gamer feel so involved in the game world that they will respond in the same way as in real life. Even films struggle to evoke emotions. And to video games' disadvantages is that most games players are men. It is a fact of life that men do not show emotions... least of all fear, sadness or sorrow.
I myslef am a man. I had no care for Leo's death in Titanic, nor did I stir when I saw the Blair Witch Project. In fact I laughed when the film finnished in the fact that it didn't evoke any feelings other than feeling motion sick from all the running around.
So, if you cannot evoke feelings in a well established media like films, then how can games compete? To quote on ganme designer: "If I could make people cry when they are playing my game, I would be hailed as the greatest game designer of all time". Clearly simply attaching a peripheral to severe a players toes is out of the question.
There is an answer to this. Make the story so involving that the player feels like he is in a real world. In order to involve you so much, you need two things. Firstly, you need to be in control of the character completely, and feel what he feels. This involves cretaing a new way of interaction between the player and game. Secondly, the plot must be involving. So far the only way to do this is by pre-determined FMV sequences that totally destroy the impersion the player is feeling.
A catch 22? Well, If I could solve the question then I would be the greatest games designer ever.
And if it were possible how do we acheive it? How can you make a gamer feel so involved in the game world that they will respond in the same way as in real life. Even films struggle to evoke emotions. And to video games' disadvantages is that most games players are men. It is a fact of life that men do not show emotions... least of all fear, sadness or sorrow.
I myslef am a man. I had no care for Leo's death in Titanic, nor did I stir when I saw the Blair Witch Project. In fact I laughed when the film finnished in the fact that it didn't evoke any feelings other than feeling motion sick from all the running around.
So, if you cannot evoke feelings in a well established media like films, then how can games compete? To quote on ganme designer: "If I could make people cry when they are playing my game, I would be hailed as the greatest game designer of all time". Clearly simply attaching a peripheral to severe a players toes is out of the question.
There is an answer to this. Make the story so involving that the player feels like he is in a real world. In order to involve you so much, you need two things. Firstly, you need to be in control of the character completely, and feel what he feels. This involves cretaing a new way of interaction between the player and game. Secondly, the plot must be involving. So far the only way to do this is by pre-determined FMV sequences that totally destroy the impersion the player is feeling.
A catch 22? Well, If I could solve the question then I would be the greatest games designer ever.