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Submitted by AramZS 735d ago | opinion piece

Our Games Are Not Depressing Enough [Feedback Loop]

Should every kill in a game mean something?

In recent interviews David Cage and Warren Spector both addressed the need for games to be more emotive and less violent. However, it shouldn’t be an binary situation. Violent games could be a path to better art, if we deal with the violence in the correct way.

What we want in our video games then is not just emotion, but negative emotion. We must take games beyond the generation of fiero. (David Cage, Dev, E3, EA, Eidos, Heavy Rain , Industry, Kara, PS3, Tomb Raider 2013, Warren Spector)

sandman224  +   735d ago
No there not. When I'm playing a fps. I want to feel the pain of my enemy as I take them out.
h311rais3r  +   735d ago
Well generally when someone is shot IRL they just stumble and drop. No screaming. Just watch vids of war etc. it's not anywhere near like the movies/games.
TheColbertinator  +   735d ago
Try playing FFXIII.Its depressing to see how far Square has fallen.
jadenyuki   735d ago | Spam
D3mons0ul  +   735d ago
It's simple. Just make a game where you see the other side of the conflict and humanize the enemy instead of going with the "us vs them" mentality.

The reason they don't is because they have proven that they can sell massive amounts on the "us vs them" bullshit because American gamers seem to think like 8th graders...at least...that's what the internet would have you believe.
AramZS  +   734d ago
I suspect that it is a bit too easy to just drop in the us vs them mentality to a game. You're right though humanizing the enemy would be a big step in the right direction.

That's why I really liked Spector's perspective. If there is one thing he did exceptionally well in Deus Ex, it was that he created boss enemies that were thought-out individuals, something lacking in modern games.
reznik_zerosum  +   735d ago
their games are not enough games (but pathetic movie abortions)
Tonester925  +   735d ago
This is something I was hoping Dead Island to have. More emotional choices then Mindless zombie killing. Such as the Trailer portrayed. I want to make choices that really make me feel happy or sad that I did them. No retries and very crucial consequences. When will there be a game like this?
Vortex3D  +   735d ago
I really wonder why zombies games are so popular. Is it because players don't have to justify why it's okay to kill any zombie that was formerly human too? There's also no good or bad. Zombies are what they are. Kill them before they eat you.
ChocolateGiddyUp  +   735d ago
I think the whole end of the world thing has cathartic appeal.

Plus, it's fun to bash stuff.
AramZS  +   734d ago
I disagree, as a genre Zombie games have huge potential for emotion. What's darker than watching a former close friend turn in front of you and being forced to shoot them?

No zombie game has ever really explored the consequences of the zombie apocalypse, which are very emotional, somewhat like the portrayal in the Dead Island trailer.
Vortex3D  +   735d ago
Games need to build how the players connect to the characters emotionally especially the villains. It's easily to make the villain someone evil and you want to kill it, but it's more powerful to make the villain someone very emotionally close to you. Now simply killing the villain isn't the same especially the villain's motive also will bring positive to the people like killing the villain will cause more death among the war. Now have the villain be your close brother. His motives are as good as yours. Difference is both of you have different vision. The people are equally divided between you and your brother. If you choose to kill your brother, then you become the evil brother choosing to own the kingdom by yourself selfishly. Will you kill half of your people who sided with your brother? Or, do you work with your brother equally to share both visions and try unite your people? Both working together will still lead to disagreements and conflicts among your people. Now, what if the conflicts are your top generals who you trust your life with?

Making games like is gets very complicated but it's will be unique than good vs evil only.
#6 (Edited 735d ago ) | Agree(2) | Disagree(0) | Report | Reply
BuffMordecai  +   735d ago
MW3 was very depressing.
tf2isgood  +   727d ago
-ly bad
Ducky  +   734d ago
Characterizing enemy characters will usually do the trick.
Not sure why the trend faded away, but older action games used to have lots of chatter between baddies which you could eavesdrop on to.

No-one Lives Forever is particularly memorable in that regards. The character models for the enemies might be the same, but killing them just had an impact because they felt more human. Most games nowadays just have soul-less baddies coming your way.

At the same time, I would disagree that games need to actually go towards the direction of making the player feel every bullet.

I don't think video games lack those kind of feelings either:
RDR had sadness in the ending.
Almost every RPG has someone close to the main character dying.
GTA,GodOfWar and many other revolve around an anti-hero.
Horror games (SilentHill, Amnesia, etc.) show the protagonist taking a mental dive. (Even action games like BlackOps and Darkness2 do this to an extent)

Also, I think the author thinks that EA is making TombRaider? O.o
#8 (Edited 734d ago ) | Agree(1) | Disagree(0) | Report | Reply
AramZS  +   734d ago
Yes, I loved No One Lives Forever's chatty bad guys.

I'm not saying that every game has to make you feel every bullet, but I think some should.

I don't think RDR's ending really provoked sadness, at least it didn't for me. The ending seemed too artificial and strained to me.

More often than not though, the emotional impact of killing off these characters seems muted, the whole situation tends to be far too predictable and therefor emotionally flat.

Revolving around an anti-hero isn't really the end in itself, GTA's anti-hero had no particular impact on the player emotionally as a villein, not in the same way Taxi Driver or Goodfellas (to run with the movie comparisons) does. As a different medium, games don't have to strive for the same types of things movies do, but that doesn't mean that anti-heros should entirely lack any emotional impact or engagement with the player, as most currently do in gaming.

Horror games do this better than most, absolutely. I'm also interested in seeing this implemented more often and more intensely. I don't think that Black Ops does it very well and I haven't played Darkness 2 enough to say for that game.

Ooops, mistake left over from a previous draft. Corrected. Thank you!
tf2isgood  +   727d ago
if they make them more depressing, cases would now rise that video games now cause suicide

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