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But to evoke deep emotions, like sadness and anger, must games get more and more realistic? After all, Nintendo's policy on the issue is almost the exact oposite- make games more and more phantasy based.
However, I'd have to say that when it comes to playing a game, I can feel far more relation to the player if they, and their surroundings, are as realistic as possible- and I bet that the majority of casual gamers, and hence the majority of the market, would agree.
Cinematic effects in games are what is needed to make gamers become sad a cry or raise their spirits and uplift them. A real relationship between the player and character has to be formed to allow this, and this essentially mean that the characters have to be as realistic as possible.
Although none-realistic games are able to make you feel good, and provide fun, I don't think that it will ever be possible for them to create any negative emotions- it's just impossible to feel any sympathy for the characters.
What games really need to become emotional is for them to take on the best parts of films, like excellent scripts and well written roles for the characters, and remove the linearity in games- if the player fells like they can do what they want in a gaming scenarion it'll increas immersion.
The structure of games needs to change too. By removing stopping points in the games, like "end of levels" and "save points" the game should never remove the player from the action. Another thing that has to go is the overuse of cut scenes- it should be the player that causes events in the game to happen, and not have them forced upon them. For example, often in a figting scene you will defeat your opponent only to see a cut scene where they escape... if you could somehow remove suchg constraints so that you had the ability to shoot the character before they escaped then this would really help immersion.
However, most of these ideas are just not feasible. Non-linear games require development tools that simply do not exist- to make a games will hundreds of possible endings and levels is just impossible at the moment. Also, the way we interact with games need to be improved. The day of the plastic controller with coloured buttons must come to an end... we need some device that allows us, the player, to do anything we want.
Whether such games will ever be made- I don't know. But if they are then it'll be gaming's finest hour.
Sonic
I really do like your topics, but I worry about the fact that you constantly refer to films when you write about games. Films don't make you cry, and make you laugh... creativity does, art forms do, and it's the amazing way that creativity can kick emotions in the teeth that prove so very inspiring. I'd have to agree with Hideo, if I can make someone cry by something I create, I'd be very happy indeed.
But cinematism? Escapism more like. The best game will always be better than the best film... it's just the style, just the style.
Either that of you won't admit that you cried during Titanic;)
Sonic
But to evoke deep emotions, like sadness and anger, must games get more and more realistic? After all, Nintendo's policy on the issue is almost the exact oposite- make games more and more phantasy based.
However, I'd have to say that when it comes to playing a game, I can feel far more relation to the player if they, and their surroundings, are as realistic as possible- and I bet that the majority of casual gamers, and hence the majority of the market, would agree.
Cinematic effects in games are what is needed to make gamers become sad a cry or raise their spirits and uplift them. A real relationship between the player and character has to be formed to allow this, and this essentially mean that the characters have to be as realistic as possible.
Although none-realistic games are able to make you feel good, and provide fun, I don't think that it will ever be possible for them to create any negative emotions- it's just impossible to feel any sympathy for the characters.
What games really need to become emotional is for them to take on the best parts of films, like excellent scripts and well written roles for the characters, and remove the linearity in games- if the player fells like they can do what they want in a gaming scenarion it'll increas immersion.
The structure of games needs to change too. By removing stopping points in the games, like "end of levels" and "save points" the game should never remove the player from the action. Another thing that has to go is the overuse of cut scenes- it should be the player that causes events in the game to happen, and not have them forced upon them. For example, often in a figting scene you will defeat your opponent only to see a cut scene where they escape... if you could somehow remove suchg constraints so that you had the ability to shoot the character before they escaped then this would really help immersion.
However, most of these ideas are just not feasible. Non-linear games require development tools that simply do not exist- to make a games will hundreds of possible endings and levels is just impossible at the moment. Also, the way we interact with games need to be improved. The day of the plastic controller with coloured buttons must come to an end... we need some device that allows us, the player, to do anything we want.
Whether such games will ever be made- I don't know. But if they are then it'll be gaming's finest hour.
Sonic