I saw a video essay where the author argued that games have a unique way of making the player feel the same way as the character they’re controlling. Here’s a link https://youtu.be/mf9XVWt1D4Y?si=YFp-xpMpTIfjQpyN but I’ll try to summarize it. Basically, there is empathy, where you feel “with” a character as you see what they experience. Then there’s sympathy where you feel “for” a character (as in the character feels distress and you feel pity). But the video argues that in games, you can feel “as” the player character, too, and illustrates this with the final moments of Super Metroid, which I won’t go into detail here but it’s more or less about being confused and scared at the same time that Samus would be confused and scared. (It’s explained a lot better in the video lol)

I find this an interesting idea, and I always like story telling concepts that are unique to computer games, to set them apart from other media. I’m also having trouble coming up with other examples of the player feeling “as” their character, so I thought I’d make a thread about it.

I guess whenever the player feels any sort of emotion and the character is a mute stand-in for the player, you could theoretically attribute the same emotion to the character, right? But then you might as well say “you feel the same triumph as Mario, as he defeats Bowser”, or the tension of the spaceship pilot in Asteroids, when you narrowly fly between two boulders. After all, Super Mario kind of tells a story, and Asteroids…? Hmm. At least with games, there’s always the chance of an emergent story, something that the player makes up in their head, independent of whatever narrative the game might have. I feel like the point of the video is to say that video games can make the player feel as their character, even when there’s some more narrative going on. So yes, does anything in particular come to your mind here?

  • buru@lemmy.worldM
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    3 months ago

    i immediately think of the inverse. spoilers for very old games.

    spoiler

    consider Shadow of the Colossus. admittedly, it’s been a while so i may be misremembering some points. but, the premise of the game is you play as a young man intent on reviving a sacrificed girl; he is a mute named Wander. giants roam the land (‘colossi’) and, from the start, Wander is tasked by a disembodied voice to slay these colossi to revive the girl. as you ride horseback through the land slaying these colossi (who are just wandering around peacefully): the colossi fall with exaggerated groans of sadness, the land becomes a little darker, and your character’s appearance changes somewhat. it’s revealed that the disembodied voice is actually a demon who was ripped apart and scattered across the world (or something), and these colossi seal the demon’s disparate parts. by the end of the game, Wander has slain all the colossi and revived the demon, and consequently Wander is seen a demon himself and sealed. the demon kept to their word and revived the girl, however.

    a shorter example, in Oblivion there’s a Fighter’s Guild quest in which you’re tasked with infiltrating a rival guild (“The Blackwood Company”), and during this quest The Blackwood Company drugs you up with the sap of a hist tree and tasks you with “slaying some goblins that have taken over a village.” you slay the goblins as they request, but after the drugs wear off you it’s revealed that you slayed an entire village of innocent people; the hist sap only made you see goblins during the act.


    i like these examples of games subverting your expectations and turning you into the villain. it’s a form of empathy – either feeling “sorry” for the character, or inversely: thinking they’re a fool and thereby feeling like a fool yourself – but it’s more visceral because even the player is not in on the joke until the computer game reveals it to them.

    • purinrin@lemmy.worldOP
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      3 months ago

      I’d probably feel sorry for the protagonist who was being tricked, but not feel like I was deceived or fooled. At least not if there was no other option for me as the player, except not to play.

      In the Oblivion quest you mentioned, do you know if there’s another way to solve it? A way to not get fooled? Because I think as the player, the big difference is whether after the reveal you feel like the quest forced you into doing something, or if you think “I should have seen that coming”. The latter case will probably make the player feel foolish as well.

      • buru@lemmy.worldM
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        3 months ago

        you have to engage with the first leg of the quest and kill a few goblins; eventually they ask you to go into the homes and kill the goblins inside, at this point you can refuse.

        "Now on the ground, assist the other company members in killing all of the goblins around the settlement. You may notice that the “goblins” don’t really behave as expected: they do not attack you and appear broadly harmless.

        Once all the goblins in the exterior are dead, one of the other Company members will tell you to clear out the houses as well. If you start to suspect what is really going on, you don’t have carry out this order. If you instead run far enough from the settlement, you will be relocated to where Modryn is and may continue as described below." https://en.m.uesp.net/wiki/Oblivion:Infiltration