The Nose Before Your Face

  • Reading time:12 mins read

by [name redacted]

Part eight of my ongoing culture column; originally published by Next Generation, under the title “The Value of Simplicity”.

So lately we’ve been swinging back toward thinking about games as a medium of expression. It’s not a new concept; way back in the early ’80s, companies like Activision and EA put all their energy behind publicizing game designers like rock stars – or better yet, like book authors – and their games as unique works by your favorite authors. This all happened just after figures like Ed Logg and Toshihiro Nishikado started to extrapolate Pong and SpaceWar!, incorporating more overt narrative frameworks and exploring more elaborate ways of interacting with the gameworld. From this initial explosion of creativity came Steve Wozniak and the Apple II, providing an easy platform for all of the early Richard Garriotts and Roberta Williamses and Dan Buntens to come.

Then stuff happened, particularly though not specifically the crash; the industry changed in focus. On the one hand we had ultra-secretive Japanese companies that – like Atari before them – usually didn’t credit their staff for fear of sniping and for the benefit of greater brand identity; on the other, what US companies remained tended to inflate beyond the point where small, expressive, intimate games were economically feasible. And then there’s just the issue that, as technology grew more complex, design teams grew larger and larger, making it harder for any one voice to stand out, leading to more of a committee-driven approach.

The Crying Game

  • Reading time:14 mins read

by [name redacted]

Part six of my ongoing culture column; originally published by Next Generation under the title “Can Videogames Make You Cry?”.

A few weeks ago, Bowen Research published the results of a survey, on the role of emotion in videogames. Hugh Bowen polled 535 gamers on their own views and history, with the end goal to rough some kind of an objective analysis out of their subjective experiences, and thereby maybe to shed some light on what emotional effect videogames have had in the past. The paper is well, and humbly, written; its conclusions, though, are less than revelatory: the only genre that tends to elicit reasonably complex emotion is RPGs (presumably Japanese ones), while other genres all inspire at least some basic kind of motivational urge in the player – be it rage or fear or what have you. Meanwhile, the paper is full of comments about Aeris, and the profound affect of her death on people who had never played Phantasy Star II.

The problem, I suppose, is in the question being asked: “Can videogames make you cry?”. It’s a binary question about a complex issue, much like asking whether Americans are happy and then concluding “sometimes!” And indeed, Bowen’s answer seems to be “well, yes… probably. In theory.” A second issue is the way Bowen approached the issue as a matter of statistics – and then based his analysis on the subjective responses of a skewed sample. “Gamers”, as with any obsessives, have by nature a peculiar perspective of their medium – a medium which, furthermore, is not yet refined as an expressive platform.

The question should not be whether videogames are capable of eliciting complex emotion – as, given the complex analog weave of our brains, anything can result in an emotional response of any depth and sophistication. Rather, what Bowen might have asked is how innately bound any emotion is to the current fabric of videogames (that is, whether it has anything to do with what the medium is trying to accomplish), how much emotional potential videogames might ideally hold, and – assuming some degree of innate potential – how best to insinuate emotion into the framework or theory of a videogame. Or rather perhaps, how best to cull emotion from that same framework.