Game Development Community

Emotion in Games

by Jack Stone · in General Discussion · 05/18/2008 (6:29 pm) · 5 replies

I have recently finished "Creating Emotion in Games" by David Freeman, which I thought to be an excellent book, I would
highly reccommend it. This got me thinking about the best way to create emotion in a game, and more specifically, how to
create emotion in a developer playing their own game. I find that I can become easily immersed in a game I bought, but I can't become "connected" with my own work.
I am not sure if it is because the game is still in its early stages, or if there is something inherently stopping a developer from feeling emotion for their own game.
For example, a player could become immersed in a game, but the developer may only see the flaws, the areas that need improvement, etc.
I know its not usually an issue, since most people make games for a living, and therefore it really only matters about the players enjoying the game. However, I have
taken this concept on as a sort of research project. I want to know how to immerse myself as completly as possible into a game which I have created.
I have made a post regarding a "Dynamic Storyline" which I would regard as one of the first steps, because if you write the story yourself, you will know what's
coming next, so there isn't much point in playing.

Another idea I had was to include and MMO component. Most of the games I have heard people getting "addicted" to have been MMO's, and I think the reason for that
is because of the social element. That has the potential to immerse a player far easier than canned dialog from an NPC (Especially if you have written the NPC's dialog yourself).

The only game I have heard of recently that attempts this is "Mass Effect", there are apparently a lot of
sub-plots that involve the kind of storytelling I am talking about. I'm sure there are other titles that attempt this to some extent, but I don't think anyone has tried to immerse themselves in this way.
I suppose in many ways this subject creates an overlap between computer science and psychology, "Suspension of disbelief" could be likened to believing in, even temporarily, something that doesn't exist.

So, I suppose the first question is, has anyone tried this? Or does anyone have any ideas, or web resources that could provide information as to how to go about something like this?

#1
05/19/2008 (8:27 am)
Go about something like getting better emotional connections to a game? I think that that relates to the game character's ability to be related to by the player, which is why MMO's get such attachments. Players playing with other players will get attached to the game because they are attached to other players, not because of the story or AI (because neither is in a good enough state to cause that, but may provide a very nice backdrop).

It's like a book or movie: The more people can relate to a character, the more of a bond they share with it, regardless of it's unreality. That's my take on it anyway, but I think this is a great question to talk about and explore...
#2
05/20/2008 (2:31 pm)
I had considered the idea of a player relating to their character. In many games, you are basically stuck with what you get, and I think that has to potential to detract from the immersion. In MMO's you get the ability to customise your character to a large extent. Not only can you customise armour and weapons, you can also customise things like strength, intelligence, etc, to create the kind of character you would personally identify with most. This would, naturally, form a connection with a player.

The social aspect of MMO's is a large part of their "draw", however, since I'm not particularly farmiliar with MMO's, I'm wondering how the "gameplay" is implemented? I mean, I know its not mission based as with a lot of single player games, so how is the story told? Are there a certian amount of pre-defined missions, which the player and their team can choose at any time the want? Or are there certain missions, or quests, that are only available after the player has accomplished a particular task?
#3
05/20/2008 (4:01 pm)
The cool thing about playing a game is discovering its secrets. Easter eggs, game mechanics, art, exploits. All of these are exciting to discover, but how can a developer discover things that he has created? And most random generators suck the fun out of most stories. They just aren't good.
#4
05/20/2008 (4:37 pm)
If the question is 'How Developers get Immersed in their creation'.. I'd like to comment.

When I wrote my first program it was in Pascal.. a language I knew was inferior to C++ ( Pascal was written with C language ).. I had run out of time to get the program done. I finished my program in record time while under pressure with a language I couldn't appreciate.
My driving force at that time was an attitude, chip on the shoulder sort, and felt i needed to prove to a professor that I could do it.. just to move on to the next language.. C

My next program was for my Father, a Rolodex type for his customer base with sort and search abilities on any field. My driving force then was a strong desire to help him get a powerful and simple means of customer contact.

My third program was a cross reference, searchable database, Itemizer, Inventory keeper, and estimator program. And it had to be simple for him to use since he rather use books and Pencil over a computer.
My driving force was self achievement. I needed to know for my own sake If was was able to complete such a huge undertaking.

My 4th attempt at any real programming was a D&D style game. some 18 years ago.. it never became a reality.. Life was happening and I wanted to enjoy life as much as I wanted to complete the program.. Life won over.. the idea got curbed and left there.

The lure of AD&D never stopped.. I learned to DM the paper and Pencil game.. Had nearly a year of running campaigns for friends and neighbors who couldn't get enough of the game 2x a month at most. I enjoyed getting them involved in the mystery that I unraveled for them. I enjoyed watching them 'discover' secrets, passages, dead-ends, and random encounters.. They were so immersed that even I had to watch the clock so we had a reality check every 3 hours.
During those Reality Checks.. the players would discuss their characters, their gear, worries about supplies etc.. And I had to remind them to use the bathroom, get your smokes, drinks and snacks.. game commences in 45 minutes.
I enjoyed watching them enjoy it. I liked throwing random encounters at them to see how they'd respond.
I added sound effects for clues, rolled all the dice for them, described details, scenery, weather, and even scent.. all during the pen and Paper scribbling ..I really felt good that they didn't notice me scrambling for the THAC0 number or waiting for the 100 sided dye to stop rolling..

I got my immersion of the game from watching them really have fun and all the while planning for the next campaign based on their reaction to the current one.. Dynamics.

Sensory overload is hard to do in a Game. Lighting, Mobs, random encounters, and all the code it takes to pull off a single battle can get exhausting.. You'll know it will work for your Players immersion when you can walk away from the screen.. come back and look at your work for what it is.
Example: Moon Light shining on the porch of a small abandoned shed. surrounded by thick over grown shrubbery. Night is silent except for the occasional sounds of a lone cricket. Wind rustles the leaves behind you. Air smells like the coming of rain soon. You look at the small shed for any signs of life inside.
To your left you hear the crackle of leaves. You turn to look for anything you can see in that direction only to discover their are 2 blue dots shining in the moonlight 3 feet away from you and you realise your not alone...

When you can get that on screen.. walk away and come back to it.. admire it.. get a sense of it from a detached perspective.. It's immersive when you grin, knowing your Player base is about to get eaten.

My opinion is basically to have a genuine passion for the game and for helping to get people to feel that same passion.
#5
05/21/2008 (7:00 am)
Quote:And most random generators suck the fun out of most stories. They just aren't good.

That's a lot like the very first generation of procedural shaders: Somewhat on the useless side for serious application. But, as with those shaders, over time you can make them robust enough to do what you need to do without a loss of quality, and after a while, they will begin to supercede the manual application in some areas because of the detail it can generate.

We need to learn how to get those generators to that point, and not just dismiss them based on their first generation's poor performance.