Quote:Original post by Estok
This is correct. The posts about characters and the use of music were correct, but those are what we already know and can readily borrow from other medium. Interactivity (gameplay) is what unique pertaining to games.
I've been thinking recently about how a game can combine the game rules (ie. monster health / vulnerabilities), with character and level design to "slide" between a range of emotional responses. Ie. If you are being chased by a tough monster that you cannot defeat it will be more panicky (Haunting Ground?) whereas monsters with few hit points will generally be less worrying. Unless they are in large numbers (imagine sneaking through a Zerg lair!), or if the character is low on health / particularly vulnerable to certain attacks. Likewise if the player has lots of armor and powerful weapons they will feel more secure and powerful. Of course they don't know how long this superiority will last. And for positive feelings a game could build on AI teamwork, frequent bonuses (the fruit in Pacman), Building up the player's 'stats' (Zelda gaining bonus hearts on winning. Camararderie etc.
edit:You may have noticed at least from my examples that the emotions via "gameplay" tend to focus more on the actual player and their unit. Can we expand these psychological factors so that they encourage bonding with NPC characters and get the player to feel good bad, empathy / sympathy / understanding / camararderie / affection / suspicion / trust / distrust towards them and are affected when something happens to the NPCs?
Another thought is that instead of using characters (ie. human or alien, or animal) I wonder what can be done if we design LEVELS (ie. places and worlds and countries) so that the player feels the same sort of link to them as they do to people. Have you ever noticed that some game worlds almost become characters in their own right? Consider coming to the safety of the farm from nighttime in Hyrule field in Zelda:Ocarina of Time... where the gameplay (few monsters) and the homely atmosphere combine to make a welcoming place vs. the run down bits in say, Grand Theft Auto. Different levels can deliberately reflect different attitudes and values, ie. between livning in a stable democracy and an oppressive dictatorship. (Obviously this has been done before, but I think it is still a worthwhile observation).
One last observation for the moment:
http://www.buzzcut.com/article.php?story=20031010040723368
Quote:
The short argument in favor of the idea is: Games are rule-based--call them algorithmic. In a sense a game is pure thought because rules are pure thought. You don't need emotion in a game to make it work. Things that we call games, like foreign policy and dating, have a lot of emotional content. But they are not games in any sense close to what we mean by "game" when we use the term "video game". Chess is a game in the purest sense, and happens to stand-in as a metaphor for all cerebral activity. That doesn't seem to be an accident.
This rational, ideational nature of games is unique. There is no expressive medium I can think of so naturally devoid of feeling, a medium that can exist so easily without it.
I'm wondering if it would help to add more shades of grey to games, ie. an emotional stimulus doesn't always produce the exact same result in the different simulated characters. Ie. If someone slaps someone then they might get angry, or they might run off crying, or they might simmer with anger and plan a sneaky revenge. If they do it twice then they might get a more angry reaction. There are still rules, but they are less obviously rules and become more realistic. It creates the illusion that it isn't just if a then b, but becomes if a then a, b,c,d, or e.
[Edited by - Ketchaval on May 17, 2005 7:53:57 PM]