the emotional divide bridging the chasm between games and other media fmx/06 6 may 2006 there can be...
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The Emotional DivideThe Emotional Divide
Bridging the Chasm between Bridging the Chasm between Games and Other MediaGames and Other Media
fmx/06 6 May 2006fmx/06 6 May 2006
There can be no transforming of darkness into light and of apathy into movement without emotion. - Carl Jung
Aristotle Gets EmotionalAccording to Book Two of
Aristotle’s Rhetoric:
Shame vs. Shamelessness
Kindness vs. Unkindness
Anger vs. Calmness
Fear vs. Confidence
Love vs. Enmity
Indignation
Envy
Pity
Acceptance, Agitation, Alarm, Amusement, Anger, Angst, Anticipation, Apprehension, Apathy, Awe, Bitterness, Boredom, Calmness, Comfort, Contentment, Confidence, Confusion, Cool, Courage, Depression, Disappointment, Discontentment, Disgust,
Desire, Delight, Dread, Elation or Euphoria, Embarrassment, Empathy, Ennui, Envy, Ecstasy, Fear, Friendship, Frustration,
Gratitude, Grief, Guilt, Glee, Gladness, Hate, Happiness, Homesickness, Honor, Hope, Horror, Humility, Joy, Jealousy,
Kindness, Loneliness, Love, Lust, Missing Someone, Modesty, Nervousness, Negativity, Nostalgia, Pain, Patience, Peace, Phobia,
Pity, Pride, Rage, Remorse, Repentance, Rapture, Sadness, Schadenfreude, Self-pity, Shame, Shyness, Sorrow, Shock,
Suffering, Surprise, Suspense, Terror, Trepidation, Unhappiness, Vulnerability, Wanderlust, Wonderment, Worry
85 Flavors of Emotion
- Wikipedia
Types of Emotions in Games
• Emotions non-player characters (NPCs) feel– Mimic other media such as film
• Emotions players feel based on story– Triggered by events the player character (PC)
experiences
• Emotions players feel based on character– Triggered by empathy with NPCs and sometimes
the PC
• Emotions players feel based on gameplay– Triggered directly by game mechanics
Emotion Generated by Film Technique
• Performance• Camera angles• Close-ups• Editing• Lighting• Musical cues• Production design
– Locations– Sets– Costumes– Color
Sex is emotion in motion. - Mae West
Emotion Generated by Story• Universal themes
– There is some good in everyone
– The past haunts the present– Blood is thicker than water– Adversity reveals true
character– Our children are our future– War is hell
• Familiar story material– Noble sacrifices– Good triumphant over evil– Love triumphant over hate– Family relationships– Innocence lost– David vs. Goliath
Emotion Generated by Character
• Characters we recognize (socialization)• Characters we identify with (sense of
self)• Characters that touch our
subconscious (instinct)– Aliens physically or psychologically– Wicked witches– Cuddly animals– Children
EMOTIONS
Gameplay Cut Scenes
85 flavors of emotion
Drama
All of humanityA player
Player emotions
Game
Techniques unique to interactivity
Techniques common to other media
Gameplay and
Storytellingas an
Integrated Experience
The finest emotion of which we are capable is the mystic emotion. - Albert Einstein
The Emotional Gamer
Emotions derived solely from gameplay
© 2006 XEODesign, Inc.
XEODesign’s Research on Emotion and the Fun of Games
XEODesignPutting Emotion into Play
®
™
The 4 Fun Keys
Nicole Lazzaro, President XEODesign
Emotion and Games
“It’s easy to tell what games my husband enjoys the most. If he screams ‘I hate it. I hate it. I hate it,’ then I know he will
finish it and buy version two. If he doesn’t say this, he’ll put it down in
an hour.” – Wife of a hardcore PC gamer from
XEODesign’s research
Putting Emotion into Play www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
XEODesign’s 4 Fun Keys
• XEODesign observed people playing their favorite games at home, school and work.
• Measured emotions in face, body language, verbalizations, and questionnaire
• The 4 Fun Keys model describes how the best loved aspects of gameplay create emotion.
• Because players switch between 3 of the 4 Fun Keys, best selling games support 3 of them.
Putting Emotion into Play www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
The 4 Fun Keys
achievement
social
experiment
purpose
Emotion from Interaction
15Putting Emotion into Play ™ www.xeodesign.com
© 2006 XEODesign, Inc.XEODesign
The Four Most Important Emotions From Gameplay
1. Fiero from Hard Fun: Emotions related to challenge, strategy and mastery
2. Curiosity from Easy Fun: Emotions related to novelty, ambiguity, detail and fantasy
3. Relaxation/Excitement from Serious Fun: Emotions for internal change, learning or real work
4. Amusement from People Fun: Emotions from competition, cooperation and social interaction
Putting Emotion into Play www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
Emotion from Player’s Role
In games the player becomes the central hero to accomplish the extraordinary. The buddy rescued or the enemy vanquished in Battlefield is no more real than in film, but the player’s role in the achievement is. Good game design creates choices that sharply enhance a player’s emotional response. Movies, by comparison, invite the audience to share in the joys and sorrows of characters on screen.
Movies can never hand the audience a jet ski for the thrill of stopping global thermonuclear war. As part of their unique value proposition, games have to. -Nicole Lazzaro
Putting Emotion into Play ™ www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
Games Tell New Kinds of Stories
Many aspects of the storytelling language of cinema apply to games and still move players. However, emotions from the player’s goals and the things she/he cares about will likely prove to
be stronger.
In games the mechanic is the moral of the story. - Nicole Lazzaro
Putting Emotion into Play ™ www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
Cut Scenes Will Fade Away
Viewing a pre-rendered video between game levels is less compelling than the emotions from player's actions. Eventually the emotional props from these cut scenes will fade from games just as title cards disappeared from old silent pictures once technology allows the actors and the action to speak for themselves. - Nicole Lazzaro
Putting Emotion into Play ™ www.xeodesign.com© 2006 XEODesign, Inc.XEODesign
The most dangerous thing in the world is to try to leap a chasm in two jumps.
- David Lloyd George
We should not discard one tool for generating emotion in favor of any other. Gameplay adds to tools learned in other media. It does not replace them.
This slide has absolutely nothing to do with this talk
ExtremeMulti-tasking
Ok, actually it does… it should make us feel several emotions…
Uncharted Territory
Finding a bridge between emotions generated by
character, story and film language and emotions generated by gameplay.
A work of art which did not begin in emotion is not art. - Paul Cezanne
Building the Bridge
If we simply copy the tools of film, we are segregating emotion in cut scenes.
It sometimes helps to look at things from a different angle.
Any emotion, if it is sincere, is involuntary. - Mark Twain
• The audience is now a participant called the player
• NPCs interact with other NPCs as in other media, but now the player interacts with NPCs
• Game structure is most natural when it is non-linear
• Story structure can also be non-linear• Emotion can be created in ways that are not
simply story or gameplay, but a synergy of both
Adapting Character and Story to a New Medium
Embrace Emotion Generated by Film Technique!
• Performance• Camera angles• Close-ups• Editing• Lighting• Musical cues• Production design
– Locations– Sets– Costumes
Music is the shorthand of emotion. - Leo Tolstoy
ALL of these can be used in the midst of gameplay.They do not need to be imprisoned in cut scenes!
Player-NPC Relationship Modifier
Positive Descriptor
Scale Negative Descriptor
Love 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Hate
Admiration 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Contempt
Trust 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Mistrust
Loyalty 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Disloyal
Respect 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Disrespect
Like 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Dislike
Calculating Player to NPC Relationship Value
Category NPC PersonalityPlayer
Relationship Modifier
Player to NPC Relationship
ValueLove(Hate) -2 +3 1
Admiration(Contempt) -1 +2 1
Trust(Distrust) 1 -2 -1
Loyalty(Disloyalty) 2 0 2
Respect(Disrespect) -2 -1 -3
Like(Dislike) -2 -4 -6
Generalized NPC to Player Relationship Value -6
Generalized NPC to Player Relationship Value
Score Range Descriptor
25 to 36 Adores
10 to 24 Amiable
9 to -9 Neutral
-10 to -24 Strained
-25 to -36 Despises
Find Systemic Approaches that Evoke Emotion!
• Program it once and it repeats as needed• Behavior consistent with the reality of the
game world• Evokes emotional responses the player
recognizes from other media• Interactive• Affects gameplay• Is affected by gameplay• Is not at home in a cut scene!
Modular Storytelling 1P = Permanent Feature D = Dynamic Feature
Modular Storytelling 2P = Permanent Feature D = Dynamic Feature
Different Game, Same Emotional Content
Match the Story Structure to the
Gameplay!
(Gameplay story structure does not work in a cut scene!)
When I repress my emotion my stomach keeps score. - J. Enoch Powell
Your Day at the Office
• Paper cut• Laughter at your
expense• Slight disagreement• Lost the trivia game• Minor inkstain on shirt
pocket• Minor reprimand• Idea ignored
• Better parking space• Laughter at a joke you
told• Gratitude for a kindness• Won the football pool• Found the favorite pen
you lost• Casual compliment• Idea accepted
Emotional Synergy
Techniques of Game Design,As Well As Other Media
• Film language• Systemic approaches to relationships that create
emotion• Story structure that matches gameplay structure
instead of fighting it• Emotional synergy• Cut scenes? Cut scenes? We don’t need no stinkin’
cutscenes!
…and there are many many more techniques. Some have been identified. Others are waiting for you to find them.
EmotionEmotion in thein the
World ofWorld ofa Gamea Game
Fiero
Excitement
Curiosity
Gameplay
Character &
Storytelling
Modesty
Empathy
Lust
How much has to be explored and discarded before reaching the naked flesh of feeling. - Claude Debussy
Storytelling Gameplay
Emotion
A single integrated experience.
Contacts & Resources
Lee Sheldon: www.anti-linearlogic.com
Sheldon, Lee. Character Development and Storytelling for Games. Thomson/Course Technology
Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. Harper & Row
Nicole Lazzaro: XEODesign, Inc.
Free emotion and game whitepapers: www.xeodesign.com/whyweplaygames.html
I question what emotion Manilow touches. People are entertained by him. But are they emotionally moved? I don't believe anything that Barry Manilow sings. – Paul Simon