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"Games & Emotional Response..."

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Mon 22/07/02 at 21:25
Regular
Posts: 787
Some games can provoke a great emotional response. For example, Speedball 2 could really get the aggression flowing. Some games force you to concentrate highly until you reach a 'zone' like state.

But how about games that let you relax? Make you sleepy?

Is it feasible for games (or certain levels of games) to focus on providing/triggering a certain mood or emotional response from the player? Could we ever see games marketed or categorised (at least partly) as 'a relaxation game' or 'focus/concentration game'? In some ways, they already exist. Some puzzle games like the graphic adventures from Lucas Arts are real brain busters (Monkey Island 3) and I wouldn't play them unless I'm feeling really switched on. Most puzzle games require some form of concentration and awareness. I don't think a game will ever arise designed to make the player tired (although some do a good job of that) due to the interactive nature of videogames. Unlike music, which is passive entertainment and to a lesser extent film (passive but requiring more attention than music) games require players to be concentrating to advance and get ahead.

I suppose Edutainment could be one of those genres used to aid the concentration I speak of. I suppose you could say the entire Survival Horror genre is an example of this. In the case of Resident Evil, you are given little ammo, little health, and are placed in an claustrophobic area full of monsters which (compared to most enemies) are frightning. This can understandably put the player on edge. When you include of the moments that make you jump out of your seat you have a game that provokes an emotional response, fear, out of the player.

On a personal view, although I've only played it a few times, I'd have to be talking about Rez. Whenever I play the first couple of levels, I relax because of the rhythmic 'style' of playing the game (or at least I try and shoot everything in rhythm). As I get further into the game, I know my pulse goes that little bit higher when a section gets particularly tricky, and my concentration levels go through the roof near the end of the game. Add uncontrollable foot-tapping to the sound effects/beat of the music, and for me it does trigger an emotional response at every stage of the game. Am I weird? Rez is great for chilling out. And a large part of that comes from the 'Travelling' mode. You can completely chill out when using it - it completely changes the way you play the game. I played it earlier in the week when shattered (post-gym) and it really helped me relax despite aches, pains and an andrenaline rush.

I find games that offer a risk/reward system can often stimulate an emotional response, anxiety and joy or despair. Project Gotham often requires split-second decisions from the player to either push the car further for greater gains, or play it safe. As your ticker gets higher, the tension increases because one tiny error could wipe your score. Sadly this also has the side effect of frustration, depending on the patience of the player and the common sense of the developer.

Something to think about here - the environment used to play a game has an effect on how 'emotional' you get while playing it. The best example I can think of (and sadly this only applies to me, but I think you can get the gist of my point) is Doom - the first PC I managed to get my hands on, I'd wait until it was dark, and everyone else was asleep, stick Dig Your Own Hole by the Chemical Brothers on, specifically the track with cannons and explosions in the background, and play Doom until the early hours. Because of the lack of extraneous stimuli (for want of a better description), I was utterly engrossed in playing, and the music, combined with the carnage on screen, scared the hell out of me. Maybe some games can draw a more emotional response from the player when the environment they play the game in suits the style of the game, if you know what I mean.

Perhaps this is why walking through the streets in Shenmue is relaxing. The music is simple and at the same time soothing. On this note, perhaps the game world can also be responsible for heightening or lessening tension. The environments in the early stages of Half-life are easy to relate to but as the game progresses they become distorted. Of course a lot of the intensity is caused by the fear of something jumping out at you but it’s much harder to step into a dark, unfriendly corridor than a gleaming office.

Fear in Resident Evil, or tension with a big score about to bank in Gotham - over the more forced approach in for example the Final Fantasy series. They just seemed too fake, sugary sweet and the main characters in 7 & 8 are impossible to identify with. The game provokes more frustration - wanting to pound Cloud's stupid spiky head into the ground, rather than being upset when Aeris snuffs it. Also, I always found Pilotwings on the SNES excellent chillout material. Panel de Pon was also relaxing - until you got to level 28 or something. Thinking about it, I find the early levels/stages in a lot of Nintendo games (Mario64, Mario Kart) good for chilling out, probably because of the familiarity. Also, just by the nature of the sport I suppose, all golf games are good for group relaxation. Except Neo Turf Masters, the only golf I've ever played that caused a physical (if rather short) fight.

I find games such as Tony Hawk, SSX, CTR and other games which rely on more 'skill' (if you can call it that) very relaxing when you're good at them. Especially if it is quite easy to pull off perfect laps. During the stage in between beginner and expert courses can be really stressful, but if beating the opposition by miles is incredibly easy, it can turn into a relaxing pastime. I've more often than not stopped playing games because of it being too difficult (Super Monkey Ball, to name names). Whereas the more you play the better you get at games such as those mentioned previously. I still enjoy a quick run or too on CTR after a tiring day.

One of my greatest emotional respose to a game came while playing System Shock 2. There are all these personal logs scattered around a place, and you can play them and hear the characters voicing their opinions, or recording a message to one another. It's really quite atmospheric and you begin to get familiar with some of the characters' personalities. And you start to feel a little sad because you know what's happened to these people. At one stage of the game - I think it's in the hydoponics labs - there's this nurse that has been talking to you (actually, you've just been listening to her diary for the last couple of levels). You feel you almost know her, and you can trace her movements over the last few hours. You know she's in trouble and you want to rescue her, so you head to where you think she will be and there she is. Only she's now been turned into a cyborg and is trying to kill you, so you have to kill her first.

Now is it just me, or did anyone else feel a twinge of remorse in having to kill her? Normally you don't feel guilt in killing a computer game character (it can be quite fun) but you knew this person and I found the whole thing quite traumatic. And that is why System Shock 2 is on my favourite games of all time. Now if you'll excuse me, I think I'll just head off and install it again...As many games attempt to replicate and emulate real life situations wouldn't games based on real life relaxing activities work? Examples being Flight Sims, Gran Turismo, Pilot Wings, any sailing game (none spring to mind).

There are two types of emotional resonse possible, one is the effect that playing the game has on you (such as flight sims being relaxing and the fear generated through playing Resident Evil) and the harder to define emotion that comes from the story. The emotion that comes from a story would never be marketed as an 'emotional game' because it is part of a game that has its own genre, and almost all people will go for the shoot 'em up over the 'emotional drama'

Personally, I play games for fun and listen to music to relax.

Thanks for reading,
LF.
Wed 24/07/02 at 09:11
Posts: 0
Nah so was I, but good luck with your post, which I'm off to read. Thanks for the kind comments.
Tue 23/07/02 at 21:36
Regular
"[SE] Acetrooper"
Posts: 2,527
Lawless Fever wrote:
> Gah mate, sorry, I expect you'll still win, I can do better than
> this...

I was only jokinh, mate, it was a good post, and if you can do better, then do it - the forums need posters like you!
Tue 23/07/02 at 14:18
Regular
Posts: 3,182
I always find that games which have intense non-stop gameplay which require full-on concentration are the most relaxing - like Rez [which you mentioned] and racking-up a high score on Crazy Taxi [for instance].
Games which demand lightning reactions and quick thinking are the ones which provoke the emotional response that I enjoy most.
Enchanting gameworlds are also important: to really feel like I am actually in an alternative universe and that my actions and decisions will have a direct affect on that world.
I think it's all to do with immersion. The more immersed you are, the more you're going to emotionally feel something.
Tue 23/07/02 at 13:50
Posts: 0
Gah mate, sorry, I expect you'll still win, I can do better than this...
Mon 22/07/02 at 22:13
Regular
"[SE] Acetrooper"
Posts: 2,527
Thanks for lowering my chances of winning GAD considerable, mate. I hate you.

Good post, though, and you'll probably win!

On a serious note, though, I think music is the key to a ANY emotional response. Can you imagine a game WITHOUT music? I can't. Music basically creates the atmosphere, and I don't mean music as in dance music or music that you can listen to and enjoy, but music - the sound that you barely notice when you're immersed in a game. An example would be Resident Evil. As you said, it creates fear, and it does it by some short, slow, low tunes that provoke wariness, and heighten your defensive senses.
You know, when you're walking down a seemingly deserted corridor (You know a Zombie will jump out sooner or later) and in the distance, bearly audible (right word to use?), is the sound: *Booooooooooom*, and then a *Urrrrrrrrghhhhh*...mix that with a gloomy, dimly lit corridor and the continueing worry that a zombie could, at any moment, rip your head off, and you've got yourself one hell of a frightenin' game.

In Zelda, I distictly remember that, in Kakiriko Village, the music just make you so drowsy! I quickly become bored, but my interest and attention levels rise considerable when outside of it, when the music changes accordingly to the surrounding environment.

In TimeSplitters, my senses are a lot more alert when I'm on the Mansion level than when I'm on any other level. Why? Because the music's creepy, and there are eery zombie moans intermingling with it, just to make it that much more atmospheric.

So, basically, music is one of the most essential ingredients to making a game...well, if you want your customers to feel immersed, and enjoy your product to its full extent, that is.

Shocktrooper.
Mon 22/07/02 at 21:25
Posts: 0
Some games can provoke a great emotional response. For example, Speedball 2 could really get the aggression flowing. Some games force you to concentrate highly until you reach a 'zone' like state.

But how about games that let you relax? Make you sleepy?

Is it feasible for games (or certain levels of games) to focus on providing/triggering a certain mood or emotional response from the player? Could we ever see games marketed or categorised (at least partly) as 'a relaxation game' or 'focus/concentration game'? In some ways, they already exist. Some puzzle games like the graphic adventures from Lucas Arts are real brain busters (Monkey Island 3) and I wouldn't play them unless I'm feeling really switched on. Most puzzle games require some form of concentration and awareness. I don't think a game will ever arise designed to make the player tired (although some do a good job of that) due to the interactive nature of videogames. Unlike music, which is passive entertainment and to a lesser extent film (passive but requiring more attention than music) games require players to be concentrating to advance and get ahead.

I suppose Edutainment could be one of those genres used to aid the concentration I speak of. I suppose you could say the entire Survival Horror genre is an example of this. In the case of Resident Evil, you are given little ammo, little health, and are placed in an claustrophobic area full of monsters which (compared to most enemies) are frightning. This can understandably put the player on edge. When you include of the moments that make you jump out of your seat you have a game that provokes an emotional response, fear, out of the player.

On a personal view, although I've only played it a few times, I'd have to be talking about Rez. Whenever I play the first couple of levels, I relax because of the rhythmic 'style' of playing the game (or at least I try and shoot everything in rhythm). As I get further into the game, I know my pulse goes that little bit higher when a section gets particularly tricky, and my concentration levels go through the roof near the end of the game. Add uncontrollable foot-tapping to the sound effects/beat of the music, and for me it does trigger an emotional response at every stage of the game. Am I weird? Rez is great for chilling out. And a large part of that comes from the 'Travelling' mode. You can completely chill out when using it - it completely changes the way you play the game. I played it earlier in the week when shattered (post-gym) and it really helped me relax despite aches, pains and an andrenaline rush.

I find games that offer a risk/reward system can often stimulate an emotional response, anxiety and joy or despair. Project Gotham often requires split-second decisions from the player to either push the car further for greater gains, or play it safe. As your ticker gets higher, the tension increases because one tiny error could wipe your score. Sadly this also has the side effect of frustration, depending on the patience of the player and the common sense of the developer.

Something to think about here - the environment used to play a game has an effect on how 'emotional' you get while playing it. The best example I can think of (and sadly this only applies to me, but I think you can get the gist of my point) is Doom - the first PC I managed to get my hands on, I'd wait until it was dark, and everyone else was asleep, stick Dig Your Own Hole by the Chemical Brothers on, specifically the track with cannons and explosions in the background, and play Doom until the early hours. Because of the lack of extraneous stimuli (for want of a better description), I was utterly engrossed in playing, and the music, combined with the carnage on screen, scared the hell out of me. Maybe some games can draw a more emotional response from the player when the environment they play the game in suits the style of the game, if you know what I mean.

Perhaps this is why walking through the streets in Shenmue is relaxing. The music is simple and at the same time soothing. On this note, perhaps the game world can also be responsible for heightening or lessening tension. The environments in the early stages of Half-life are easy to relate to but as the game progresses they become distorted. Of course a lot of the intensity is caused by the fear of something jumping out at you but it’s much harder to step into a dark, unfriendly corridor than a gleaming office.

Fear in Resident Evil, or tension with a big score about to bank in Gotham - over the more forced approach in for example the Final Fantasy series. They just seemed too fake, sugary sweet and the main characters in 7 & 8 are impossible to identify with. The game provokes more frustration - wanting to pound Cloud's stupid spiky head into the ground, rather than being upset when Aeris snuffs it. Also, I always found Pilotwings on the SNES excellent chillout material. Panel de Pon was also relaxing - until you got to level 28 or something. Thinking about it, I find the early levels/stages in a lot of Nintendo games (Mario64, Mario Kart) good for chilling out, probably because of the familiarity. Also, just by the nature of the sport I suppose, all golf games are good for group relaxation. Except Neo Turf Masters, the only golf I've ever played that caused a physical (if rather short) fight.

I find games such as Tony Hawk, SSX, CTR and other games which rely on more 'skill' (if you can call it that) very relaxing when you're good at them. Especially if it is quite easy to pull off perfect laps. During the stage in between beginner and expert courses can be really stressful, but if beating the opposition by miles is incredibly easy, it can turn into a relaxing pastime. I've more often than not stopped playing games because of it being too difficult (Super Monkey Ball, to name names). Whereas the more you play the better you get at games such as those mentioned previously. I still enjoy a quick run or too on CTR after a tiring day.

One of my greatest emotional respose to a game came while playing System Shock 2. There are all these personal logs scattered around a place, and you can play them and hear the characters voicing their opinions, or recording a message to one another. It's really quite atmospheric and you begin to get familiar with some of the characters' personalities. And you start to feel a little sad because you know what's happened to these people. At one stage of the game - I think it's in the hydoponics labs - there's this nurse that has been talking to you (actually, you've just been listening to her diary for the last couple of levels). You feel you almost know her, and you can trace her movements over the last few hours. You know she's in trouble and you want to rescue her, so you head to where you think she will be and there she is. Only she's now been turned into a cyborg and is trying to kill you, so you have to kill her first.

Now is it just me, or did anyone else feel a twinge of remorse in having to kill her? Normally you don't feel guilt in killing a computer game character (it can be quite fun) but you knew this person and I found the whole thing quite traumatic. And that is why System Shock 2 is on my favourite games of all time. Now if you'll excuse me, I think I'll just head off and install it again...As many games attempt to replicate and emulate real life situations wouldn't games based on real life relaxing activities work? Examples being Flight Sims, Gran Turismo, Pilot Wings, any sailing game (none spring to mind).

There are two types of emotional resonse possible, one is the effect that playing the game has on you (such as flight sims being relaxing and the fear generated through playing Resident Evil) and the harder to define emotion that comes from the story. The emotion that comes from a story would never be marketed as an 'emotional game' because it is part of a game that has its own genre, and almost all people will go for the shoot 'em up over the 'emotional drama'

Personally, I play games for fun and listen to music to relax.

Thanks for reading,
LF.

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