Posted Aug 21, 2006 at 09:42PM by Chris L. Listed in: Off Topic, Opinions & Analysis Tags: Hollywood, UK, Edinburgh
Ó

No, that's not a typo. Yes, we realize that we just made a mathematically impossible statement. And yes, we're sticking by it. And the author will explain himself to us.

"Hi, my name is Chris, and I cry at video games."

EDGE Magazine's Margaret Robertson speaking at the EIFF on how video games make her cry. Margaret, you're our hero.A number of things can make or break a video game. Eye-popping graphics, sound effects that drown the ear in a world of its own, addictive, challenging and innovative gameplay from advanced control setups to sandbox environments, fully destructible environments, massively multiplay online environments, and more. The last decade of gaming alone saw an explosion of the culture into the phenomenon that it is today. Our world. And we revel in its glory.

But in the high-paced competition among platform and software developers where they publicize each innovation as the next hyperspace jump in video gaming, let us not forget that one element of the game, as 90% of the game is video, audio, control, game scripting, and gameplay - in fact the other 90% of the game may finally elevate gaming from being seen as eye candy and "unproductive" fun to a cultural icon that forms part of what makes us human.

We're talking about the human element. "Hi, I go by Aerith, and I cry at video games."

At the end of the first day of the Edinburgh Interactive Entertainment Festival, EDGE magazine editor Margaret Robertson gave a wide-ranging lecture on "games that make you cry". Her quest of Cloud-like proportions was to quash the myth that games "are an inferior form of art," incapable of handling or eliciting sensitive and complex emotions like literature, art, music, and film. Incapable of appealing to women, minorities, or even the mass market, relegated only to a niche of tech-heads and teens. In short, they can't make you cry - because it never had heart.

Annie, get your gun-arm and prove them wrong. Robertson proudly announces: "Hi, my name is Margaret, and I cry at video games." You go, girl.

FFXIII preview shotsThere is more than enough evidence in the gaming world to quash the myth, lectures Robertson. Think of the Final Fantasyseries (out and how they've handled narrative similar to (nay, says this article's author, better than) Hollywood. Think of your favorite characters from those games where their every joy was your own, every sorrow of theirs became your unbearable tragedy. For Robertson, she cited Vivi as her example: "When we are hit with the revelations about the character the player has probably been with the game for 20 hours or so, usually spread over weeks... it’s not emotional sophistication, it’s attrition."

The character doesn't even have to be playable for a connection to be formed. Robertson cites the DS game Ouendan as an example of how one does not need to be in the story to connect to it. All you do is beat on the drums - on the DS touchscreen, actually - but once you get into the game, once those characters with their little problems call on you to lift your spirits, part of you suddenly swears you won't let them down. Robertson herself found the game emotionally engaging that she would avoid those levels she could not complete - where she would fail those characters. Are there any game characters you feel you cannot disappoint?

Link (The Legend of Zelda: Twilight Princess)Then there's Link. The time-warping plot from Zelda: Majora's Mask, whose ending Robertson says left the player with two great hungers: "to play more, and to help the character find their place in the world." Different characters, different plots - different gameplay, game developers and platforms! - but the same response: an undeniable emotional connection for those who loved the game.

The game doesn't even need to have a "firm" storyline like that found in single-player games. There is a story in MMO games found beyond whatever background story the developers introduced to explain the game world. There is a story in the interaction among players themselves. Robertson's experience in the denouement of Phantasy Star Online is a case in point. She used to play the game, then in time moved on to other games. We all did the same thing. But when she heard that PSO was going to be shut down, she decided to visit her old haunt, for old times' sake.

And it saddened her. The emptiness of a game world without living characters to interact with, to bond with, fight alongside with, in victory and in defeat. The knowledge that with just a flick of a switch, it would be all gone. Forever.

Even in the midst of that sadness she relived before her audience, the magazine editor was heartened to note that there were a number of slots in the EIEF dedicated to "how to put heart into video games" conferences. Games must have an emotional impact, Robertson argued - else, why play? Besides the fun factor, of course, but it can't be everything about gaming. Fun is fleeting - heart is forever.

This is why this author's eye was immediately drawn to the source article when it was given to him. It speaks to an important truth about us gamers, about what makes us gamers in the first place. Our games are a world: one which we explore, either through our eyes as players or through the eyes of the characters as we walk beside them. A world where each storyline enthralls us, where we fill the missing gaps (not plot holes) with our in-game imaginations and, off the game, with fan fiction and other forms of enthusiasm. A world where we laugh and cry and fight and lose and win just like in the real world.

Robertson was not the only one who's recognized this. We've featured a press release from the UK-based University College for the Creative Arts promoting their masteral program in game design, and one of their features were courses on how the video gaming world interacted with the real world, on gaming's impact in society. Attention was given not only to the technical aspects of a game, but also to its story, its characters - how it engages with the player's heart.

Sometimes it can be too obsessive that it becomes unhealthy. Then balance must be introduced into our gaming lives. That's a topic for another article. But at its best, there is no denying that the gaming world is a cultural icon, at par with the other icons that define our humanity. It's only up to us - developers and gamers alike - to prove it to the unbelieving world outside our video games.


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10 Comments


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   by Shatterdome - 2006-08-22
 » ...

I guess I don't take my gaming seriously enough...even though I havn't gone a day since I was 5 without playing video games.

I don't know....movies make me cry, video games do not...even the final fantasy series which is half CG and the closest thing to a movie out there.....

However, some games have scared the sh*t out of me....friday the 13th on nes, Resident Evil on PS and Doom 3 was pretty damned freaky too...so they definatley can ilicit an emotional response...I guess it really takes something special/serious to make me cry though.

Good article though, it's something that need attention brought to it, especially as we can make gaming worlds more real now.

   by kura (Unregistered) - 2006-08-22
 » I cried

for two korean games from the creators of Magna Carta!

but yeah, the actual gameplay sucked.

They should make the games into movies. they make more sense than Lord of the Rings.

   by roseysdaddy - 2006-08-22
 » @2

Wow, just wow. Nevermind that LOTR has been the cornerstone for young readers discovering the world of fantasy fiction for longer than the people making those games have been alive. Books, man, you should try them ever now and again. Reading might make you not say such incredibly proposturous statements.

   by hush404 - 2006-08-22
 » I think a big part of the problem is

The way society in North American views video games as being a 'toy for kids'. It's always been this way and as much as we'd like to think we moved past that thinking, it's still a major part of how non gaming people think. However if you look at places like Japan, they've got a totally different mindset and embrace video games for what they are, at any age.

   by Snaku (Unregistered) - 2006-08-22

A few games have really gotten to me. I can't recall crying per se, though occasionally I've had tears well up a bit. My 8 year old nephew left the room crying at the end of Metal Gear Solid 3 when Eva expounded upon The Boss' sacrifice.

   by Hidden (Unregistered) - 2006-08-22

I think video games are kinda like porn. The charactors cant act. While porn stars just are dumb(generally) and if they could act they would not be making porn. Video games just dont have the capabilities to make your charactor graphically seem realistic enough. Video games that tell stories are still mostly cartoony not very reaistic. So, no matter how good the story is you just cant quite relate to them, because they cant make you forget it is fake.

You cry in movies and books when you forget that what your reading is not really happening. Hopfully with the later next gen games this can be acchived. Just my opion on why I dont cry from video games.

   by johnandbuddy - 2006-08-22
 » #1 has a point

being scared is a human emotion so therefor we you all played Resident evil for the first time and you were walking down that hall, where the dog jumps out of the window, you did it slowly even though there is, no way that you could get hurt, you were scared( dont lie i dont think anyone was not scared while playing RE) (i have not played RE for around 10 years and i still rember the instaint the dog jumped out of the window lmao) and no jumping at a scaring part is not an emotion its a reaction,but i was talking about the whole game not the instaint the dog jump through.

P.S yes i did cry in one game ant that was MGS3 that ***** was sad lol better then most hollywood movies.

   by johnandbuddy - 2006-08-22
 » one more thing

another game im not sure if i cryed but i know i defently felt sad and dissipointed in my self was in Shadow of Colosses (one of the best games ever made i might add lol) this is a spoiled for anyone who has not played it dont read this and go play the game, but when is horse died it was very emotional, i sound like a bamma saying this but i acutauly loaded my previous saved game to do it again so i could try and save the horse and when i couldnt i felt mad even though it was part of the game i felt that i faild and i should have been able to save the horse, that horse was fu**ing awsome lol

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   by stilgar91 (Unregistered) - 2006-08-22
 » hl2

the game where i sure felt very sadis HL2 on the PC when Alex died in the end. I felt very sad, altough i didn't cry, i can imagine other people do though, cuz i don't cry quick for movies or books (once maybe twice) but there sure are some emotional moments in games and i really hope the PS3 will have the power to really show those moments and touch the gamers very deep.

   by Figboy (Unregistered) - 2006-08-22
 » hmm.

Shadow of the Colossus is probably one of the most poignant and touching games made in the past five years. Ico also (that team knows how to tug on your heartstrings).

Final Fantasy IX also did a great job. Metal Gear Solid 3 was surprisingly moving in many of it's scenes, especially near the end. i've found that the games that emotionally effect me the most (aside from the visceral sensation of being a badass in, say, God of War), are RPGs. or games where the Player, and Protagonist have a strong connection to someone or something (ie, Leo Stenbuck and Jehuty in Zone of the Enders, Ico and Yorda in Ico, Solid Snake and the Boss in Metal Gear Solid 3). then, when those ties are severed or fall apart in any way (be it betrayal or death), it pulls on you.

the game Lifeline is another good example, because that girl makes me want to pull my hair out when i'm yelling at her to "Reload," and she "Heals." frickin Lifeline...

Shadow of Destiny also has one of the best, intriguing, and moving stories i've played in a video game. a shame no body gave it a chance. it's a non-violent (as in, you don't have a single attack in the game), mystery story with a narrative that blows away anything in it's genre from Hollywood (at least recent Hollywood outings).

Second Sight is another game with a strong story and emotional base. again, not a big seller.

Beyond Good and Evil has quite a few touching moments throughout the game, ranging the whole gamut of emotions, from excitement, betrayal, sadness, rage.

Indigo Prophecy as well.

there's more to gaming than blowing ***** up, but the outside of gaming world refuses to acknowledge it, and instead focus on the "sensational" titles (ie, GTA, Bully, anything with a "Rockstar" anywhere on the box).



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