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	<title>Comments on: A synopsis, a manifesto and a question</title>
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	<description>James Wallis levels with you</description>
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		<title>By: Piers</title>
		<link>http://www.spaaace.com/cope/?p=35&#038;cpage=1#comment-229</link>
		<dc:creator>Piers</dc:creator>
		<pubDate>Thu, 28 Jun 2007 09:38:31 +0000</pubDate>
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		<description><![CDATA[Spoilers Ahoy!

FFIX - for the moment when the black mages learn about death. The black mages are creatures constructed as weapons. Some of them escape from their evil overlords and develop self-awareness. They create a small village.

And then they discover that they have a limited lifespan. One day - about a year after construction - they stop moving, and never move again.

Two black mages gather by the graveyard and talk about their friend, who stopped moving. And wonder what it feels like to stop.

Sad and beautiful. I cried.

Half Life - two moments, related. Gordon Freeman&#039;s a scientist. He wanders around the complex, talking to his scientist pals. Then monsters appear and start killing everyone.

So far so ordinary.

Then the military arrive. But instead of just killing the monsters, they&#039;re killing everyone. They&#039;re killing Gordon&#039;s/your &lt;b&gt;friends&lt;/b&gt;.

So you start shooting the military when they appear. Cos sure as hell they&#039;re going to kill you.

But the bigger moment, for me, is a bit later. You&#039;re in an area that the special forces have under their control, and they&#039;ve created a barricade, and they&#039;ve put graffiti on it.

Die, Freeman, die.

And that&#039;s when I thought, Yes, you &lt;b&gt;fucks&lt;/b&gt;, I&#039;m &lt;b&gt;hurting&lt;/b&gt; you. And that&#039;s what you get for killing my friends.]]></description>
		<content:encoded><![CDATA[<p>Spoilers Ahoy!</p>
<p>FFIX &#8211; for the moment when the black mages learn about death. The black mages are creatures constructed as weapons. Some of them escape from their evil overlords and develop self-awareness. They create a small village.</p>
<p>And then they discover that they have a limited lifespan. One day &#8211; about a year after construction &#8211; they stop moving, and never move again.</p>
<p>Two black mages gather by the graveyard and talk about their friend, who stopped moving. And wonder what it feels like to stop.</p>
<p>Sad and beautiful. I cried.</p>
<p>Half Life &#8211; two moments, related. Gordon Freeman&#8217;s a scientist. He wanders around the complex, talking to his scientist pals. Then monsters appear and start killing everyone.</p>
<p>So far so ordinary.</p>
<p>Then the military arrive. But instead of just killing the monsters, they&#8217;re killing everyone. They&#8217;re killing Gordon&#8217;s/your <b>friends</b>.</p>
<p>So you start shooting the military when they appear. Cos sure as hell they&#8217;re going to kill you.</p>
<p>But the bigger moment, for me, is a bit later. You&#8217;re in an area that the special forces have under their control, and they&#8217;ve created a barricade, and they&#8217;ve put graffiti on it.</p>
<p>Die, Freeman, die.</p>
<p>And that&#8217;s when I thought, Yes, you <b>fucks</b>, I&#8217;m <b>hurting</b> you. And that&#8217;s what you get for killing my friends.</p>
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		<title>By: Jody Macgregor</title>
		<link>http://www.spaaace.com/cope/?p=35&#038;cpage=1#comment-228</link>
		<dc:creator>Jody Macgregor</dc:creator>
		<pubDate>Tue, 10 Apr 2007 10:58:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.spaaace.com/cope/?p=34#comment-228</guid>
		<description><![CDATA[Several Interactive Fiction games (text adventures, that is) have done it for me, emotionally speaking. &lt;a href=&quot;http://www.eblong.com/zarf/if.html&quot; rel=&quot;nofollow&quot;&gt;Andrew Plotkin&#039;s Spider And Web&lt;/a&gt; in particular. Spider And Web disorients you with its beginning, then expertly hands you pieces of the story to cling to like liferafts to escape that disorientation. The villain, a torturer, is written so well it&#039;s a relief to go back to the puzzles just to escape him after every scene he&#039;s in, and that&#039;s without him being much of a threat to you at all. Objectively, he&#039;s pretty soft -- gives you second chances and the like -- but he&#039;s such a menacing figure and the scenes with him so claustrophobic that it&#039;s hard not to sigh with relief when he&#039;s gone.]]></description>
		<content:encoded><![CDATA[<p>Several Interactive Fiction games (text adventures, that is) have done it for me, emotionally speaking. <a href="http://www.eblong.com/zarf/if.html" rel="nofollow">Andrew Plotkin&#8217;s Spider And Web</a> in particular. Spider And Web disorients you with its beginning, then expertly hands you pieces of the story to cling to like liferafts to escape that disorientation. The villain, a torturer, is written so well it&#8217;s a relief to go back to the puzzles just to escape him after every scene he&#8217;s in, and that&#8217;s without him being much of a threat to you at all. Objectively, he&#8217;s pretty soft &#8212; gives you second chances and the like &#8212; but he&#8217;s such a menacing figure and the scenes with him so claustrophobic that it&#8217;s hard not to sigh with relief when he&#8217;s gone.</p>
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		<title>By: Yoz</title>
		<link>http://www.spaaace.com/cope/?p=35&#038;cpage=1#comment-227</link>
		<dc:creator>Yoz</dc:creator>
		<pubDate>Mon, 09 Apr 2007 18:01:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.spaaace.com/cope/?p=34#comment-227</guid>
		<description><![CDATA[Firstly, &lt;i&gt;Stationfall&lt;/i&gt;, simply because I didn&#039;t play &lt;i&gt;Planetfall&lt;/i&gt; and there are some remarkably gut-wrenching moments in it as characters you have come to love start to change in horrible ways. Steve Meretzky said that the complete dialogue in that game came to about three pages of text. A lesson for us all.

Also, the previously-mentioned &lt;i&gt;Call Of Duty&lt;/i&gt;: yes, there are some seriously panicky bits, but they create a kind of empathy that is almost impossible with traditional history lessons. Immersion in the battle of Stalingrad brings home the terrifying scale of what was fought through, and the literally dreadful situation the fighters faced. It&#039;s not just terror for terror&#039;s sake.

FInally, &lt;i&gt;Tomb Raider&lt;/i&gt;, for one very simple reason: Lara&#039;s various death animations are so wrenching that they provide an extra impetus not to see them. Danny told me he&#039;d heard how awful the drowning sequence was, so asked a friend to show it to him. The friend refused, clearly offended at the prospect. Now that&#039;s impressive.]]></description>
		<content:encoded><![CDATA[<p>Firstly, <i>Stationfall</i>, simply because I didn&#8217;t play <i>Planetfall</i> and there are some remarkably gut-wrenching moments in it as characters you have come to love start to change in horrible ways. Steve Meretzky said that the complete dialogue in that game came to about three pages of text. A lesson for us all.</p>
<p>Also, the previously-mentioned <i>Call Of Duty</i>: yes, there are some seriously panicky bits, but they create a kind of empathy that is almost impossible with traditional history lessons. Immersion in the battle of Stalingrad brings home the terrifying scale of what was fought through, and the literally dreadful situation the fighters faced. It&#8217;s not just terror for terror&#8217;s sake.</p>
<p>FInally, <i>Tomb Raider</i>, for one very simple reason: Lara&#8217;s various death animations are so wrenching that they provide an extra impetus not to see them. Danny told me he&#8217;d heard how awful the drowning sequence was, so asked a friend to show it to him. The friend refused, clearly offended at the prospect. Now that&#8217;s impressive.</p>
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		<title>By: james</title>
		<link>http://www.spaaace.com/cope/?p=35&#038;cpage=1#comment-226</link>
		<dc:creator>james</dc:creator>
		<pubDate>Sun, 08 Apr 2007 23:36:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.spaaace.com/cope/?p=34#comment-226</guid>
		<description><![CDATA[Can we leave fear and panic out of this? My fault: in the interests of brevity I didn&#039;t define my terms properly. Yes, there are a lot of games out there that create sensations of building fear, dread and panic. &lt;i&gt;Space Invaders&lt;/i&gt; does it: overwhelm you with numbers, put a heartbeat in, then speed up its tempo as the game progresses. They&#039;re pretty basic emotions and almost three decades on I think we can ask for more. So no more survival-horror-zombie-ghost-jump-out-from-behind-a-wall-BOO! games please, unless exceptional for other reasons.

(I&#039;m tempted to except &lt;i&gt;Project Zero&lt;/i&gt; (aka &lt;i&gt;Fatal Frame&lt;/i&gt;) from that, except that it never made me care enough about the protagonist to finish the game.)]]></description>
		<content:encoded><![CDATA[<p>Can we leave fear and panic out of this? My fault: in the interests of brevity I didn&#8217;t define my terms properly. Yes, there are a lot of games out there that create sensations of building fear, dread and panic. <i>Space Invaders</i> does it: overwhelm you with numbers, put a heartbeat in, then speed up its tempo as the game progresses. They&#8217;re pretty basic emotions and almost three decades on I think we can ask for more. So no more survival-horror-zombie-ghost-jump-out-from-behind-a-wall-BOO! games please, unless exceptional for other reasons.</p>
<p>(I&#8217;m tempted to except <i>Project Zero</i> (aka <i>Fatal Frame</i>) from that, except that it never made me care enough about the protagonist to finish the game.)</p>
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		<title>By: Alan De Smet</title>
		<link>http://www.spaaace.com/cope/?p=35&#038;cpage=1#comment-225</link>
		<dc:creator>Alan De Smet</dc:creator>
		<pubDate>Sun, 08 Apr 2007 16:02:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.spaaace.com/cope/?p=34#comment-225</guid>
		<description><![CDATA[The only emotion I can think of games bringing forth in me is fear, and even then it&#039;s very rare.  &lt;em&gt;Anchorhead&lt;/em&gt; pulled it off by being well written and making effective use of the protagonist&#039;s attachment to her husband.  That day one of the game is largely mundane with only a single real mystery is probably also key, providing a basis of normalicy to compare the coming horrors againt.  The Ravenholm segment of &lt;em&gt;Half-Life 2&lt;/em&gt; is creepy; somehow using the old cliches of run down buildings and zombies to great effect.  It may be as simple as being an excellent implementation of well known ideas.  The same goes for &lt;em&gt;F.E.A.R.&lt;/em&gt;; there is nothing new about ghostly little girls, darkness, and spooky music, but it worked. Again for &lt;em&gt;System Shock 2&lt;/em&gt;, zombies on a delirect space ship. The original &lt;em&gt;Call of Duty&lt;/em&gt; pulled it off; in a few scenes I found myself panicking in chaotic situations in a way I don&#039;t normally in video games. Part of it is probably that you almost always are with a squad of fellow soldiers who are moderately effective.  The result is that you feel part of something bigger; you&#039;re not just the lone super soldier slaughtering his way through Axis forces. The hotel escape in &lt;em&gt;Call of Cthulhu: Dark Corners of the Earth&lt;/em&gt; also captured that &quot;oh, crap&quot; panic response.  (Well, it was effective the first three times I played it.  After that I just wanted it to be over. Sadly, it took another twenty or so tries.)  In both &lt;em&gt;Call of Duty&lt;/em&gt; and &lt;em&gt;Dark Corners&lt;/em&gt;, I believe a key element in the effective scenes is that you&#039;re too busy trying to survive, out of control of the situation but thinking you can regain control, trying to quickly identify threats.  You&#039;re too busy to slow down and meta-game.  As a result you&#039;re very immersed in the moment.

A game worth singling out, in part because I can&#039;t explain it, was &lt;em&gt;Thief: the Dark Project&lt;/em&gt;.  I&#039;m addressing only the levels where you are up against humans; the zombie levels are just mediocre first-person shooter levels.  I have had few moments of fear, dread, and a bit a panic as when hiding in a shallow alcove as a guard approaches, afraid he might notice me when he passes by mere feet away.  Once he passed by, you wait, unsure how far away he needs to be so he won&#039;t hear you padding away, worrying that as you step out, he might decide to turn around.  Oddly enough the two sequels were less effective on me; possibly because the second one had lots of robotic enemies and the third was just too different.  No other game in the stealth action genre (notably including the Splinter Cell and Metal Gear series) has been so effective on me.  Probably because of the third person camera and the overly gamey stealth interface.  In both series you can reliably predict which stealth attempts will work, the levels are overtly designed to have specific solutions.

The key for sort of emotional response is, of course, immersiveness. For all of the games above except &lt;em&gt;Anchorhead&lt;/em&gt;, I find that they are all first person camera telling.  (&lt;em&gt;Anchorhead&lt;/em&gt; is told in the first person, but I&#039;m referring to visuals here.)  A third person camera makes the protagonist more of an &quot;other,&quot; and makes it harder to form an emotional attachment.  A first person camera makes it easier to immerse yourself; those incoming bullets aren&#039;t aimed at Bob on the scene, they&#039;re aiming for &lt;em&gt;you&lt;/em&gt;!

I think this is one of the reasons I find the overwhelming majority of games in the survival horror genre so dull; they almost uniformly have terrible immersiveness, starting by giving you a view of your avatar.  I was really into &lt;em&gt;Silent Hill 4: The Room&lt;/em&gt; at the start as I explored the apartment I was locked into.  Then I moved on and suddenly I was back in the third person and felt like I was playing a video game.  Generally the only emotion survival horror games evoke in me is throwing-my-controller-at-the-screen anger because I&#039;m getting screwed by &quot;artful&quot; cameras or terrible control.  The only survival horror game I can think of that did anything for me is &lt;em&gt;Resident Evil 4&lt;/em&gt;, and even then it was only for the briefest of moments.  That said, the first time the villagers true nature was revealed, I did indeed enter panic mode.  (For anyone interested, I recently wrote a &lt;a href=&quot;http://www.highprogrammer.com/alan/rants/reviews/video_games/resident_evil_4.html&quot; rel=&quot;nofollow&quot;&gt;review of &lt;em&gt;Resident Evil 4&lt;/em&gt;&lt;/a&gt; in which I enumerate the legion ways in which it trashes immersion.)

I&#039;m wracking my brain trying to think of a game that summoned love, happiness, joy, contentment, anger, or some other emotion in me.  Sure, games frequently make me happy or angry, but it&#039;s inevitably happiness or anger at the game, not the situation in the game.  That is, I&#039;m happy when I solve a particularly difficult obstacle, but the happiness is Alan&#039;s accomplishment at a game, not one of immersion.  Similarly, I tend to get angry when I feel a game is &quot;unfair,&quot; but that&#039;s clear metagame thinking.]]></description>
		<content:encoded><![CDATA[<p>The only emotion I can think of games bringing forth in me is fear, and even then it&#8217;s very rare.  <em>Anchorhead</em> pulled it off by being well written and making effective use of the protagonist&#8217;s attachment to her husband.  That day one of the game is largely mundane with only a single real mystery is probably also key, providing a basis of normalicy to compare the coming horrors againt.  The Ravenholm segment of <em>Half-Life 2</em> is creepy; somehow using the old cliches of run down buildings and zombies to great effect.  It may be as simple as being an excellent implementation of well known ideas.  The same goes for <em>F.E.A.R.</em>; there is nothing new about ghostly little girls, darkness, and spooky music, but it worked. Again for <em>System Shock 2</em>, zombies on a delirect space ship. The original <em>Call of Duty</em> pulled it off; in a few scenes I found myself panicking in chaotic situations in a way I don&#8217;t normally in video games. Part of it is probably that you almost always are with a squad of fellow soldiers who are moderately effective.  The result is that you feel part of something bigger; you&#8217;re not just the lone super soldier slaughtering his way through Axis forces. The hotel escape in <em>Call of Cthulhu: Dark Corners of the Earth</em> also captured that &#8220;oh, crap&#8221; panic response.  (Well, it was effective the first three times I played it.  After that I just wanted it to be over. Sadly, it took another twenty or so tries.)  In both <em>Call of Duty</em> and <em>Dark Corners</em>, I believe a key element in the effective scenes is that you&#8217;re too busy trying to survive, out of control of the situation but thinking you can regain control, trying to quickly identify threats.  You&#8217;re too busy to slow down and meta-game.  As a result you&#8217;re very immersed in the moment.</p>
<p>A game worth singling out, in part because I can&#8217;t explain it, was <em>Thief: the Dark Project</em>.  I&#8217;m addressing only the levels where you are up against humans; the zombie levels are just mediocre first-person shooter levels.  I have had few moments of fear, dread, and a bit a panic as when hiding in a shallow alcove as a guard approaches, afraid he might notice me when he passes by mere feet away.  Once he passed by, you wait, unsure how far away he needs to be so he won&#8217;t hear you padding away, worrying that as you step out, he might decide to turn around.  Oddly enough the two sequels were less effective on me; possibly because the second one had lots of robotic enemies and the third was just too different.  No other game in the stealth action genre (notably including the Splinter Cell and Metal Gear series) has been so effective on me.  Probably because of the third person camera and the overly gamey stealth interface.  In both series you can reliably predict which stealth attempts will work, the levels are overtly designed to have specific solutions.</p>
<p>The key for sort of emotional response is, of course, immersiveness. For all of the games above except <em>Anchorhead</em>, I find that they are all first person camera telling.  (<em>Anchorhead</em> is told in the first person, but I&#8217;m referring to visuals here.)  A third person camera makes the protagonist more of an &#8220;other,&#8221; and makes it harder to form an emotional attachment.  A first person camera makes it easier to immerse yourself; those incoming bullets aren&#8217;t aimed at Bob on the scene, they&#8217;re aiming for <em>you</em>!</p>
<p>I think this is one of the reasons I find the overwhelming majority of games in the survival horror genre so dull; they almost uniformly have terrible immersiveness, starting by giving you a view of your avatar.  I was really into <em>Silent Hill 4: The Room</em> at the start as I explored the apartment I was locked into.  Then I moved on and suddenly I was back in the third person and felt like I was playing a video game.  Generally the only emotion survival horror games evoke in me is throwing-my-controller-at-the-screen anger because I&#8217;m getting screwed by &#8220;artful&#8221; cameras or terrible control.  The only survival horror game I can think of that did anything for me is <em>Resident Evil 4</em>, and even then it was only for the briefest of moments.  That said, the first time the villagers true nature was revealed, I did indeed enter panic mode.  (For anyone interested, I recently wrote a <a href="http://www.highprogrammer.com/alan/rants/reviews/video_games/resident_evil_4.html" rel="nofollow">review of <em>Resident Evil 4</em></a> in which I enumerate the legion ways in which it trashes immersion.)</p>
<p>I&#8217;m wracking my brain trying to think of a game that summoned love, happiness, joy, contentment, anger, or some other emotion in me.  Sure, games frequently make me happy or angry, but it&#8217;s inevitably happiness or anger at the game, not the situation in the game.  That is, I&#8217;m happy when I solve a particularly difficult obstacle, but the happiness is Alan&#8217;s accomplishment at a game, not one of immersion.  Similarly, I tend to get angry when I feel a game is &#8220;unfair,&#8221; but that&#8217;s clear metagame thinking.</p>
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