maandag 9 november 2015

Week 9 - Empathy Games: Life, Death and Digital Narratives


Video games have come a long way since the days of Paperboy and Pitfall, and so have those who play them. Walking side by side with computing technology, today’s games offer photorealistic graphics and simulate our world to a degree which is astonishing in different, and sometimes even odd, ways. In this blog post we are going to explore how game designers are involving players in new narratives in which they have to deal with emotional conflicts that seem real - and reality often comes with sadness, emptiness and representations of death.

We are living in a golden age of video games. According to the ESRB, responsible for assigning rates related to age-appropriateness and content in the United States, games are leading the entertainment industry revenues and earned 46.5 billion dollars in 2014. So gamers are faced with a proliferation of options that continue to expand, fueled not only by the increasing number of devices on which video games can be played, but also by the diverse production of titles (ESRB, 2015).

In this dynamic market though, breakaways are common. Developers often leave their current studios to start individual projects, giving more poetic treatments to their narratives (Wolverton, 2005). As a result, the stories of video games are becoming more complex and experimental, expanding the logic of their inceptions. Thus, games are getting to the point where providing 'fun' isn’t the reason for its production as designers are interested in creating experiences that make people uncomfortable, allowing them to empathise with situations they otherwise couldn’t understand. It is the emerging genre of 'empathy games'.

Brian Albert once published in the Game Informer Magazine that "while big-budget titles strap you into iron-clad boots and decorate your torso with rifles and grenades, a game like 'Cart Life', for example, hands you divorce papers and a small sum of cash and asks you to provide for a daughter." Another household drama is addressed in the game 'A Song For Viggo', which revolves around a terrible situation: could a family stick together after the father kills his son by accident? The delicate subject requires the player to perform tasks that are not usually seen in other games, as to prepare the child's funeral. The sensitive plot is also represented graphically, using paper scenery and stop-motion animation technique.


Therefore, through intelligent writing and aesthetic choices, these creators have decided that expression using video games was the most powerful way for them to tell their authorial stories. One can say that games like 'That Dragon, Cancer', dealing with a child who is terminally ill, are more 'interactive art' rather than 'games' in the traditional sense, as they make a deeper connection to the characters inside these narratives and situations they are in. Make no mistake, though. Art or not, these producers are chiseling their names into this industry as fervently as others by bringing to light such touching initiatives (Albert, 2013).

There are also games that raise criticism of political systems and portray what living the misery of war and dictatorship is like. This is the case of 'Papers, Please', which puts players in the role of an immigration inspector in order to control the flow of people entering the border. At the same time, 'This War of Mine' tells how shortages of basic supplies can make the lives of ordinary people a real nightmare. Early in this year Maddy Myers, an editor of Paste Magazine, made a review about 'This War of Mine': "I’m not sure if this game is accessible. The depth of its sadness renders it unplayable, at least for me. [...] It made me angry and frustrated, and then I felt guilty about feeling angry and frustrated. The characters were going through so much, and there was nothing I could do to help them. The worst part was knowing that was exactly the point" (Myers, 2015).

It is still a new concept for games to explore the emotional spectrum of death, and we’ve got a couple of examples digging deep into this idea from totally different angles. As a medium, video games have storytelling opportunities that film and TV don’t have, as they use different structures when it comes to tell their stories. However, we can't come to a consensus about what video games even are anymore as the examples we mentioned suggests they're quickly becoming something else (Klepek, 2015). As possible pieces of art, they don't have to be accessible or fun, but we sure do seem to lack the vocabulary, as consumers, to talk about games that do not play by ordinary rules.
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If we consider these experiences as merely games in the most literal sense of the word, even transcending the boundaries of shallow shoot-em-ups, it begs the question: do we want to play these games? What makes them 'good' games? What price-point would be fair to put on a completely miserable experience? Patrick Klepek (2015) raised these questions in his article 'When Games Make Us Feel Sad, Disgusted, and Empty' in the Kotaku Magazine. Yet, he came up with the answer that we are in the beginning stages of understanding the long term impact of technologies such as emotional games and virtual reality in our daily lives.

But if the intentions of the developers were not to make a 'good' game with high-enjoyable value, what are they trying to do then? We can look for a reasonable explanation in the article Beyond Polemics in the Media Violence Debate by David Trend (2007). According to him, a title like 'This War of Mine' makes you think about what happened during that time (Sarajevo, for instance) and what the hard decisions were that someone would have had to make in order to survive. In that sense, it is a 'good' game because it keeps a memory and a political reflection alive. "Sometimes people need to be activated to certain facts" like the ethics of war, Trend asserts.

Therefore, the appropriation of the immersive aspects offered by games for commenting terrible things that happened is a very important characteristic of this new genre. Especially in a moment when the speed of transmission and reception of information on media is tremendous and people tend to forget facts far more than they can remember them (Trend, 2007). Thus, still according to Trend, memory plays an important role in "guarding against the repetition of human failure and atrocity", made possible at this time by the learning process that game playing can offer us.


There are other empathy titles that are equally important as it requires you to look at sad aspects of life and reflect about what those experiences suggests. In 'That Dragon, Cancer', - which is probably the most devastating interactive drama because it is autobiographical - Ryan Green started developing the game whereas Joel, his son, was still fighting against his disease. Unfortunately, he died in March 2014 by the age of five. It makes us think if the process of creating and playing games like 'That Dragon, Cancer' impacts grieving behaviour and how it could fit in the category of 'memorial games', in analogy with the concept of 'memorial sites' suggested by Folker Hanusch in his text Representing Death in the Online Age (2010). He mentions that, in our days, the relatively private expression of grief has moved further into the public sphere, giving people an opportunity to enrich the collective memory by linking it to news stories (Hanusch, 2010).

Every single aspect described in this post is a brilliant subversion of what we think of entertainment and recreation: something that can only be conveyed through an interactive medium. The discomfort of these narratives is given by the confrontation with the dark side of the human experience. But instead of fight (and win) a war to become a hero, these games affect players differently by dealing with issues on a more personal level, susceptible to mistakes, or simply beyond our control. Yet, they deserve a closer look for their unique way of representing the pain of the other.


Thesis: Can empathy games play a new role within our society by presenting narratives that we don't want to deal with?


AH - SH - MS - GV - MW


Hanusch, Folker. Representing Death in the Online Age (2010).
Trend, David. Beyond Polemics in the Media Violence Debate (2007).
Myers, Maddy. Romanticizing Tragedy: Should Disaster Games Be Fun? (2015).
Klepek, Patrik. When Games Make Us Feel Sad, Disgusted, And Empty (2015).
Albert, Brian. Empathy Games: Life Meet Play (2013).
Wolverton, Troy. Activision Aims for Sweet Spot (2005).
ESRB. How Much Do You Know About Video Games? (2015).

7 opmerkingen:

  1. I found your post so interesting to read! You raise some fascinating questions. I didn't know there were games like these. What it made me think of is this quote from Trend's article: 'Roland Barthes believed that shocking images of human suffering send us the message that horror has already happened and is over. The pictures offer evidence of something the viewer will not experience. “Such images do not compel us to action, but to acceptance. The action has already been taken, and we are not implicated”'. I wonder how this relates to your post, because on the one hand I don't think the intention of these games is to make you comfortable with the suffering that you're experiencing through the game in the sense that Barthes puts it. I think you could make this point for games like Call of Duty for example, but what I get from your argument is that these games are designed in a way that the suffering really affects you. Maybe this also has to do with the medium games itself and because it is different from an image. On the other hand, you say that it might help people in the procress of grieving. So then, it would help us to attain acceptance, but maybe not in the way Barthes states it. How do you think your post relates to this quote?

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    1. Hi! I also think Barthes put 'acceptance' in another way. I risk to say that, for him, it's about the impossibility of reacting to a media that doesn't require a response, such as film or TV. So, as part of the audience, you can just accept what is presented.
      On the other hand, I read a review about 'This War of Mine' in which the player commented that every time he tried to feed his group, they ended up hungry again in a few hours. After a while he realized that this miserable situation would continue. So what was the point in bringing food? Thus, the game used its immersive features to make the player accept that was no way around this situation. So 'acceptance' here has to do with facts that could have happened to someone in real life and is now being replicated in the narrative. A moral dilemma involving 'acceptance'.

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  2. Very insightful post. What differences do you see with cinema (a medium on which we have been enjoying hardship and misery for quite a while now, showing that entertainment and sadness often go hand in hand)? You can also interpret the empathy genre as a sign that the medium of game is maturing, becoming more-faceted and intellectual.

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    1. I agree that games are becoming more intellectual. But also more authorial. In analogy with movies, maybe we're witnessing the moment when the genre of drama or cinéma d'auteur met their niche. I guess the differences are in the level that you are involved by the plot, since the medium has different features.

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  3. I squealed in ecstasy as I was reading this post. This is exactly what I talk about when I say that videogames are to TV what TV was to radio (video killed the radio star...). Because it is interactive. Stupid, simple example: Final Fantasy VII. Aerith joins your party. You fight together. You get strong together. You change her equipment, interact with her in the cutscenes. Then she dies. Without a warning. That is the player's doing flushed down the toilet. Leveling her up, improving her equipment, training her to have better ultimate moves. All that effort gone, hours and hours. This is why players care(d) about her fictional death. This is a great power.
    This War of Mine was heartbreaking to get through. The MDA framework works beautifully for it: what they player can do, the dynamics of surviving, the emotions evoked and reinforced by the art design. I have another example of autobiographical videogame that really touched me: Actual Sunlight. I think AS is the proof you don't need a big budget to come up with touching, thought-provoking videogames (it's made in RPG Maker). Steam is filled up as of lately with games of that kind (not necessarily all dramatic, see Cibele) and I think it's interesting to look at the reception as well.
    ...compare all of these with Ultraworld. The dev changed the game description from pretentious blabbering to down to earth 'lol' after the game got wrecked by Steam reviewers.

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  4. very interesting post, I never heard the term 'empathy games' before.
    At the end of the blogpost you state that ''every single aspect described in this post is a brilliant subversion of what we think of entertainment and recreation: something that can only be conveyed through an interactive medium.' I don't really get this I think, can you explain this in more depth? maybe this also links to the comment made by Marc: What is the difference with cinema? Is that less worthy in this context because it is not interactive then?

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  5. I really enjoyed reading your blog! You guys already gave some very interesting examples of games, and it made me think of another one: Life is strange (https://www.youtube.com/watch?v=mpRhaXfvG_0). This game really ties in with your article, as the game's plot focuses on a photography student who discovers that she has the ability to rewind time at any moment. By doing so, her choices enact the butterfly effect. This interactive game is very personal, as her (your) choices, changes things for everyone involved.

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