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#26 |
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Senior Member
Last Online: 10-05-2022 07:25 AM
Join Date: Sep 2003
Posts: 2,459
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I thought Starcraft was very moving... the combination of excellent atmospheric cutscenes that set the tone and the briefings and in-game dialog that carried the story made for a very involving narrative.
In answer to the question... moreso than films or literature. Those two can invoke great empathy in their audience but nowhere near as much as you could potentially invoke when the player is actively involved. This is why non-linear games are more powerful than linear ones... or at least have the potential to be. It's not even about the replay value, it's about player involvement. To illustrate, when I shoot the marines in Half Life, it's simply me or them. If I don't want to die, I have to kill them. But in Deus Ex, because you have means of merely temporarily disabling your opponents, you are given the choice. This choice then gives the act of killing much more significance. In other games your enemies are just cannon fodder, but in Deus Ex I actually felt guilty for killing my enemies. I'm not entirely sure, cause for fear of spoilers I didn't read this entire thread closely, but from what I can tell all the emotional moments mentioned here are cutscenes. Now what does that say about games? |
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#27 | |
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Banned User
Last Online: 06-07-2008 01:35 AM
Join Date: Mar 2004
Location: Finland
Posts: 447
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A dialogue scene still hasn't made me cry. (Unless the ending of Grim Fandango had something in this regard - I'll definitely have to replay it again. It's shameful that I only remember that the ending was moving, not what parts of it - dialogue, cinematics, or both?) Dialogue scenes have made me feel excited, on the edge, bored, amused, giddy, frustrated, relaxed, and intrigued. But not moved to tears. It's also noteworthy that the truly moving moments I have seen in games so far have all been in cutscenes or cinematics, not during active gameplay. But then, aren't cinematics as much part of a game as anything else? What's "active gameplay", anyway? Where does the line go between passive viewing and active involvement in situations where you are emotionally involved, regardless of whether or not you're in active control at that exact moment? Trying to make a distinction in this regard is only useful up to a certain point - since at some point all the elements of the game should meld together to form one encompassing whole - but it is a distinction worth considering, if we want to find ways to make more emotionally involving games. Consider a hypothetical situation in an alternate-universe version of Gabriel Knight 3. You as Gabriel have seen your friend from the N.O.P.D. digging around in the valley at night earlier on in the game. You have reminisced and done some catching up, and you feel for him as you would for a real-life friend. It is now the following night. You have gotten up at 2 A.M. to sneak around the village and drive around the valley in hopes of seeing something someone else might not want you to see. You come across Mosely's purple moped - a sight that still makes you smile along with the character you're controlling. You also note that the moped is lying on the ground, not properly parked. You proceed further into the location - say, L'homme mort. There are several tracks of footprints on the ground - not surprising considering Mosely has been here before. There's that hole he's been digging. And, drawing closer, you see he's there too. The top of his balding head, shining in the moonlight, is showing over the edge of the hole - it looks like he's taking a break, leaning against the wall of the hole. How still he is, though, has he fallen asleep? You figure it out. Move the camera closer and see for yourself. Click on him and choose "Look". This and what follows - all with you in continuous control of the main character - is an example of a potentially profoundly moving segment of "active gameplay". It certainly can be done.
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Simo Sakari Aaltonen (simo@adventurecompanion.com) www.adventurecompanion.com |
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#28 | |
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Banned User
Last Online: 06-07-2008 01:35 AM
Join Date: Mar 2004
Location: Finland
Posts: 447
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Simo Sakari Aaltonen (simo@adventurecompanion.com) www.adventurecompanion.com |
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#29 |
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Prove it all night
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i cried at the end of grim fandango. but then again, it is me.
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"All men dream, but not equally. Those who dream by night in the dusty recesses of their minds, wake in the day to find that it was vanity: but the dreamers of the day are dangerous men, for they may act on their dreams with open eyes, to make them possible." - Thomas Edward Lawrence |
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#30 |
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Escaped Monkey Island
Last Online: 03-13-2008 07:03 AM
Join Date: Feb 2004
Location: Sacramento, California
Posts: 355
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I think computer games for sure can make you cry just like a movie or a book can. I personally havn't. But i read someone mention FFX, and yes, that is kind of a sad one, but also hopeful. GF was sad too. It's always sad when you see your character leaves at the end.
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"I just locked an open door... strange, yet symbolically compelling." - Manny Calavera |
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#31 |
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The Dartmaster
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It doesn't matter if the emotional moments are in cutscenes or not. People wouldn't have the same attachment to the characters in Grim Fandango for instance, if it was simply a movie. The emotions in that game come straight out of the gameplay.
A less tearful moment that serves this point well is when Glottis rips out his heart. If you saw him do that in a movie, you might be thinking "stupid git," but you wouldn't be actively frustred with Glottis himself like many people are when they see him do that in the game -- they know that they've gotta go and spend time getting this idiots heart back for him instead of just watching the guy on screen do it. A better example of this is apparently in Ico, but I haven't played it for more than a few minutes in a store so I couldn't tell you.
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When on the Internet, visit Idle Thumbs | Mixnmojo | Sam & Max.net | Telltale Games "I was one of the original lovers." - Evan Dickens |
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#32 |
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Senior Member
Last Online: 09-11-2009 01:21 AM
Join Date: Oct 2003
Location: Belgium
Posts: 466
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Some games have made me cry just because of the sheer genius displayed.
Most notably: the ending movie of the Terran campaign in Starcraft (and several other points in the brilliant storyline) and somewhere near the end of KOTOR (I'm not going to get into detail on this, as I would be spoiling the game for others). And it makes perfect sense to take over control of the game for the most emotional moments. I really don't think there's really an alternative... The only way to get to a real emotional climax is by making sure the music, graphics, characters etc are all in sync. |
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#34 |
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Puts the 'e' in Mark
Last Online: Today 03:27 PM
Join Date: Sep 2003
Posts: 3,138
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Jake: yeah, I think the most powerful moments are when gameplay and story intersect.
Like in Prince of Persia when the prince takes a jab at the princess ("it will be hard for you but try to keep up" or whatever) and then the princess runs off extremely fast and you, as a player, are like ... "wait a minute?! you're supposed to help me in battle, I don't want to lose you!" and so you rush after her. I thought that was a nice little moment. And yeah ICO has a ton of examples. You really start to care for ... whatever the girl's name was. I only played ICO for like 2 hours ![]() I think Tim Schafer says some stuff about this in his gamestudies.org interview. |
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#35 |
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Senior Member
Last Online: 10-05-2022 07:25 AM
Join Date: Sep 2003
Posts: 2,459
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It's arguable whether emotional moments happening mid-gameplay are better than in cutscenes or not... but what's more important is the point that Jake makes. Something can be in a cutscene, but if it directly relates to the gameplay it becomes all the more powerful. This again brings us to non-linearity... if the main character makes a foolish decision and as a result something sad happens, you sympathize... but if you are the one that made the decision you feel not just sadness, but guilt, regret... empathy.
I think there's a lot to learn from the way Broken Sword 3 uses cinematography. There's some really clever camera angles going on and it's all interactive. Granted, the cutscenes are even more cinematic but it clearly shows how camera angles and such can be used to heighten the emotional impact in-game. |
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#37 | |
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Least used avatar ever
Last Online: 01-28-2007 11:18 AM
Join Date: Mar 2004
Posts: 248
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Quote:
![]() Oh, by the way: who wants to help me punch each of the EA execs that show up at GDC? We'll do it every time they open their mouths to speak. |
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#40 |
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Senior Member
Join Date: Oct 2003
Location: Medford, Oregon
Posts: 537
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Before, I go on here, please be aware that I am going to divulge some spoilers for games with sad scenes that everybody may or may not have played. Here we go:
Tom Clancy's Splinter Cell: There's a scene where Junior Wilkes, one of Sam Fisher's allies dies from gunshot wounds. I cried when I watched that scene because I felt sorry for him. Also, In Broken Sword: Sleeping Dragon, something tragic happens to a man who is George's partner and friend. I found myself liking that character as I played that game, and I was very sad when that tragedy happened. Other than that, I haven't played any of my old adventure games for a while, so I can't really say if they had some sad scenes or not. I still do remember the ending for Grim Fandango, though. |
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