Can a game make you cry? My latest Wired News gaming column

Can a game make you cry? Well, plenty of games have made me cry because they’re so bad; what’s more interesting is one that makes you weep because it’s so excellent. I discovered an interesting study on precisely this question, and wrote my latest Wired News column about it. The column is online here — along with a cool accompanying video — and a copy is permanently archived for free here:

Can a Game Make You Cry?

by Clive Thompson

I could tell something was wrong as soon as I saw my friend’s eyes. It was back in 1997, and he’d been playing the recently released Final Fantasy VII. That afternoon, he’d gotten to a famously shocking scene in which Aerith, a beloved young magician girl [pictured above], is suddenly and viciously murdered.

He looked like he’d lost a family member. “I’m just totally screwed up,” he confessed as he nursed a lukewarm beer at a local bar. Nearly all my friends were playing Final Fantasy VII too — so, one by one over the next week, they all hit the same scene, until every nerd I knew was sunk in a slough of despond.

Everyone knows video games have a powerful purchase on our intellects. But what about our hearts and souls?

Obviously, games trigger many adrenaline-soaked feelings like excitement or anger; I felt both last week while cowering behind a tree in Far Cry, as gibbering mutants hunted me down. Even a low-fi puzzle game like Bejeweled tosses me back and forth between frustration and triumph.

But I often wonder whether games can go deeper than that. Like a good novel or a play, can they tap into subtler feelings — like Schadenfreude, sadness or envy? Can a game make you cry?

Apparently so, according to Hugh Bowen, a market researcher who recently published Videogames: The Impact of Emotion. He asked 535 gamers to describe how deeply their favorite games trigger various emotions, on a scale of 1 to 5 (with 5 being the most intense).

As you’d expect, those high-stim feelings — competitiveness, fear and a sense of accomplishment — ranked at the top. But halfway down the list, the emotional tenor became much more unpredictable, and much more interesting. A sense of “honor,” “loyalty” and “integrity” got a quite high score of 3.5, because war games tend to trigger patriotic feelings of esprit de corps.

Even better, the next-ranked emotions were “awe and wonder,” followed by “delight” and “beauty.” This makes perfect sense to me, because they’re probably driven by the sheer enormity and lushness of today’s virtual worlds. When I caught my first sight of the skyscraper-size enemies in Shadow of the Colossus, I was utterly dumbstruck; when I took my first ride on a flying Gryphon in World of Warcraft, I dragged my wife over to the screen to show off the magnificent, sprawling forests below. Taken as a whole, the emotional profile of gamers looks less like the coarse bloodlust envisioned by Hillary Clinton, and more like the psychic life of the Medici.

Not all games offer such a wide emotional palette, of course. Bowen found that role-playing games were the most emotionally potent genre, with 78 percent of gamers singling it out. First-person shooters came next, with 52 percent of gamers in agreement. Flight simulators and flying games finished dead last, at 8 percent each.

Why? Probably because RPGs and first-person shooters rely most heavily on a narrative structure, and narrative is one of the world’s oldest technologies for transmitting an emotional payload. Indeed, when Bowen asked his respondents to pick the single most emotionally affective game, the far-and-away winner — with a remarkable 61 percent of votes — was Final Fantasy, one of the most narrative-heavy series in history.

As it turns out, my friend back in 1997 wasn’t alone. Aerith’s death in Final Fantasy VII was “a sort of watershed moment for the gaming industry,” Bowen argues, because in their written notes on the surveys, many gamers singled it out as the first time a game caused them genuine heartache. I went back and re-watched the scene, and I can understand why; it’s nearly Wagnerian in its sadness. As Aerith collapses, a ball of life force seemingly emerges from her body and falls slowly away, each bounce triggering the opening notes of her funeral melody. No wonder teenagers are now lining up to watch symphonies perform music from the game. It’s that heart-piercing.

Mind you, games have an enormous amount of catching up to do with other media. In Bowen’s poll, everyone agreed that films, music and books were more emotionally affective than games (in that order of preference). Yet 63 percent predicted that games would eventually equal, or even surpass, traditional media.

Personally, I think they’re difficult to compare, because unlike static media, games exist partly to create a sense of play. They’re engineering new blends of emotion that will always be queerly different from a novel or movie — though no less powerful.

When Aerith went down, “I actually wept,” one player confessed to Bowen. You can’t argue with real tears.


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Bio:

I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.

Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!

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Recent Entries

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a bunch of stuff

January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
M. What, to those who are al­ready dead? or to those who must die?
A. To both.
M. It is a mis­ery, then, be­cause an evil?
A. Cer­tain­ly.
M. Then those who have al­ready died, and those who have still got to die, are both mis­er­able?
A. So it ap­pears to me.
M. Then all are mis­er­able?
A. Ev­ery one.

January 24, 2010 » 03:22 PM

One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009

)

January 15, 2010 » 01:36 PM

BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.

January 14, 2010 » 10:04 PM

“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)

January 11, 2010 » 01:45 PM

I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.

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