By Guybrush ThreepwoodRevenge, Love, Redemption, Betrayal, Peace, Despair; These are only a few themes that are included in most games. These are not bad-- if they're used right. But, what discerns "bad" from "good"? It all rounds down to the common word, ethics. Some people may argue that ethics are none-existent and we are free to do whatever we want to do if it feels good. Does this justify murder? You would most likely say, "no".
Good job, you just discerned right from wrong. This is just a small look at the big picture. My belief is, yes there is RIGHT, and yes, there is WRONG.
In this muddled modern culture we have to keep a clear head to what is right and what is wrong. If you do something for a good reason and a good cause, it always will feel better than doing the wrong thing.
This is true, too, in games. If there's one game which deals heavily on making right or wrong decisions, it
would be
Star Wars: Knights of the Old Republic. In almost every piece of dialog, the game delivers the option to do good or evil; doing good will not only give you points towards the "light side" but will give you a feeling of nobility, whereas doing evil will give you points towards the "dark side" and there will probably be a time where that decision will make you feel like dirt.
The point of a game is to tug at a players emotions, it's not about clobbering a bunch of guys, it's to authentically create emotion. Most games nowadays stray far and wide from this concept, right onto the bandwagon of poor reviewed games.
Throughout the years, there is evidence to the importance of "emotion tugging". More often then not, a game gets a good score and a great player reception by playing with their emotions. If the character is angry, the player needs to be angry, if the character is sad, the player needs to be sad. Here are a few games that have seemed to hit the target with this philosophy;
Final Fantasy VI (Not to mention pretty much every other Final Fantasy, but this one is unique in my opinion.)Star Wars: Knights of the Old Republic
The Legend of Zelda: Ocarina of Time (One of the most beloved of the franchise, it really introduced emotionally storytelling to the series.)
Star Fox 64 (Probably my favorite game of all time)
Fire Emblem
And many others.
One very unique game that has a way of playing with your emotions is
Animal Crossing. You may not think of it as a very emotional game, but the way it begins to become "your second life" is one of the most brilliant aspects I've seen in a game.
Let's move on to something I like to call "Emotional Consistency". You cannot have a game that has strong emotions at one point, then they stop abruptly and everything is okay again. You cannot have a character mourning a character who he didn't even have a relationship with. This may seem like a no-brainer, but this mistake is repeated over and over again.
If a character dies, this character shouldn't disappear from the entire game, but be remembered by the other characters, and each character needs to have their own ways to deal with this grief. The easiest way to think of "Emotional Consistency" is to think over the character's personality and think of how he or she would realistically deal with the problem at hand.
Also, think logically. Don't just think about the character, think of how you would respond to this event.
The next thing I want to discuss is character realism. No, this doesn't mean how real the character looks, but how believable they are in their world, and even, in our world. If the character is a person, it needs to act like a person, and needs to have the personality of a person. If it's an animal, it needs to act like an animal and have a personality like an animal. If there's a person walking down a street, and you run into them, would they just keep walking? No, they'd probably yell at you. If you started breaking things in a city, the people would all run or avoid you, and the police would come and pick you up.
Graphics can be traded for realism. Or even better, why not focus on them
both. It may take a while, but the result would be worthwhile. My view, though is that realism should come before graphics. I've seen games that have the best graphics, but fall short on actually
being believable.
That's all I have for now, but think over these things today. Think, too, of how you can make a game
believable,
truly fun,
emotionally balanced and
ethical all at once.
I'll talk more about what makes a game "
Truly Fun" in my next article.
Please, leave some comments if you wish to discuss this article further.
Till then, peace,
Trev