Professional Documents
Culture Documents
Jacob Pasche
Mr. Dees
4 April 2024
Emotion in Video Games: What's so Special About These Ones and Zeros
Why do video games cause emotion? What about these cold lines of code
creates an experience someone will never forget. This is the topic of my research article
trying to dig deep into what makes an impact and how it does so. There are many fields
of gamedev that could affect this. But, most have been researched such as sound
design, art, level design. However, the niche my research falls into is the story itself. In
this article I will analyze popular games, find the popular story elements, then conduct
research as to the difference in reaction between a naked game versus one with a story.
This research is very important to all in the field of making video games. Whether
it is for monetary value or as a creative outlet everyone should want to make the best
thing that they can, and to do so they need to know what makes a good story. By setting
popular games such as Undertale, Omori, Outer Wilds, and Celeste as the benchmark
for plots and characters to add to my research project there will be no shortage of
excellent ideas that many fans adore. Putting these elements to the test will help us find
out what's the most effective way to hook the player in and how to make sure they never
forget that experience. The reason why this research means a lot to me is because I
have had many moments myself playing games growing up where I felt like I was a part
of that world. Finding out the reasons as to why, and being able to implement them into
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my own games to hopefully make someone else feel that way would be the ultimate
accomplishment.
There are not many people that are researching the topic I am. Thus the
secondary sources I could find are not very specific to the idea of story elements.
However, articles that will help greatly are: “Death with a Story: How Story Impacts
Games.” This is an article that researches how players react when there is a story
introduced into a fps(first person shooter). While the research project that they did is
very similar to mine they mainly researched aggressiveness and whether it changed
how ruthless they were to the enemies. The idea of hate is very useful when propelling
a story and I will use a main bad guy to use this feeling. In a similar sense of developing
knowing what causes people to feel attached to characters I can better deliver the story
in a more impactful way. Hopefully creating a better and closer bond with the characters
that will ultimately lead to a greater conclusion in the end. To make the end even greater
I will be implementing a version of this unique idea “If anyone’s going to ruin your night,
it should be you.” Responsibility and affective materiality in Undertale and Night in the
Woods.”your own morality causes differences in the story. This will be an excellent thing
to test because depending on what actions you take during the game you can get one
of the two endings hopefully being able to see if there is guilt or triumph when they find
out how their actions affected the outcome. However the research that these and the
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other articles I found are not similar to mine. Because I will be tracking the
implementation of story elements and responses to them. This is the niche that my
research will take on, a topic not heavily researched but one that is crucial to any game
developer.
So how will I use this data and turn it into a research topic? In order to implement
ideas and monitor gamers' responses to the story I made two versions of a game. One
version is solely a side scroller game where you defeat enemies one by one until you
escape the forest after defeating a homeless man. In the second version, however, it is
1) The first thing they are greeted with is a video showing them losing their dog in a
forest.
2) They encounter a homeless man that you can either give money to or not.
3) If you choose to not give the homeless man money, a cut scene plays where he tells
you it's your fault for thinking he's less than you and kills your dog.
The gameplay itself was about five to ten minutes and I had a small sample size of six
people play the game due to difficulty with publishing it. Three people played the version
with a story and only one decided to give the homeless man money. The following are
the research questions asked with a few notable answers, and a chart about how
Research Questions:
The top two are people who played without the story and the bottom two are people
1. “The gameplay was enjoyable and I was engaged but I don't like the
ending.”
2. “I was happy to save my dog.”
● Would you play again
1. “Yeah I would play again.”
2. “There's not a lot of replayability.”
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1. “Yeah.”
2. “Yeah I wanted to know what happened to the dog.”
● How did you feel after completing the game
1. “Good.”
2. “Happy.”
1. “Good”
2. “Mad”
● Why didn't you give the homeless man money?
- “I didn't think it would change anything”
- “Why would I?”
- “I’m a philanthropist”
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By analyzing the results of the primary research it is easy to tell that there was a
lot more emotion in the second version even if it was primarily negative. The fact that
only adding 3 things changed the game from a fun boring side scroller to an emotional
and tense scenario is fascinating. Through this I’ve learned that even something as
simple as adding a short plot changes the emotion greatly and by implementing more in
depth ideas from great game devs such as your actions affecting the outcome greatly
increases the overall experience for better or for worse. Overall the findings are that
despite having no sound and mediocre art the story is the most important part. And that
it is not as complicated as many make it out to be. By simply adding a story the
effectiveness, replayability, and impact of your product increases greatly. This confirms
my previous research however, I thought other parts of the game would matter more
The implications of this are that when creating a game the most important thing is
the writing. Without decent writing your game is a dime in a dozen and this is something
that every game developer should know. The implementation of consequence to your
own actions changed everyone's emotions greatly. So because of this I would like to
test in the future different types of writing. like adding foreshadowing or other small
things and testing subtle differences. I can take away from this research and enhance
Works Cited
Video Game Plot Metadata.” Cataloging & Classification Quarterly, vol 53, no. 2,
2015, pp. 157-189. This source talks about how to define genres and what effect
that has on a user. The author mainly dives into the idea of defining genres
describe your game based on the different auditory and visual aspects of the
designs. The reason he says that properly and accurately defining your genre is
games much easier. The reason why you would want this is because it will not
only drive more users to your game but make sure that people who like those
types of games find you. This will in turn create a strong fanbase and better
reviews that would've come from people who don't enjoy things like this but got
led to believe it was something else. The reason I am using this as a source is
because defining a genre to work within and knowing how to use the aspects of a
game to properly elevate the story. With a clear idea, the story will be more
fleshed out and real than before. In the article, he conducts a study about
Wouters, Pieter. “The Role of Game Discourse Analysis and Curiosity in Creating
author's main concern is how to create an engaging and effective game. In order
people try a game he made with different aspects changed and different
elevated the experience greatly. This is a very valuable resource eto be able to
reference because it has direct data on the effect stories have on video games.
enjoyability I can greatly speed up the point I am trying to make in the article. I
will be using this resource to properly showcase that good writing is directly
important in making a game great. This will lead into the main point about how to
even make a good story clearer and more impactful because there is a direct
Schneider, Edward F et al. “Death with a Story: How Story Impacts Emotional,
Games.” Human communication research, vol. 30, no. 3, 2004, pp. 361–375.
Web. This study investigates how the game-playing experience changes when a
was present, game players felt greater identification, a sense of presence, and
physiological arousal. The presence of a story did not affect self-reported arousal
or dominance. This study demonstrates that story is something that video game
players enjoy; it helps involve them in the game play, makes them feel more
immersed in the virtual environment, and keeps them engaged. The greater
shown that justified media violence disinhibits actual aggression on the part of
the audience. I will use this source as a beginning argument as to why a story is
even necessary for a game. The author does a great job showing the results
from the studies and proving logically the differences in people when put into the
same game but different backgrounds. my primary research will be based on this
idea of creating two games one with a story and one without but studying more
so the emotions.
Martínez-Tejada Laura, González Alex, Yoshimura Natsue et al, "Video Game design as
this article, the author conducts in depth research into how video game designs
elaborate on the idea of emotions based on writing the theme setting and
characters. There are many different scenes in video games that elicit a strong
emotional feeling solely from the writing. There is a scene where a knight has to
sacrifice himself to save someone and the art is beautiful. However in a similar
situation in lisa the painful the art is lacking however just because of the story
and characters it causes a even stronger reaction than the latter. This source will
help me explain why research into the effect of game development is important
and how using this toolbox of information elevates someone's experience tenfold.
The result of the study was of course that the more engaging art and gameplay
created a better environment and experience for the player. I will be using a
Veale, K. “If anyone’s going to ruin your night, it should be you.” Responsibility and
affective materiality in Undertale and Night in the Woods.” Convergence, vol. 28,
no. 2, May 2021, pp. 451-467. This source talks about how games like Undertale
and Night in the Woods use the effect of your morality to influence the game.
This is a very important reference when it comes to making a good story for a
game. The emotional connection that the author talks about is something that
you should always keep in mind. This article tells us that when making the user
reflect on their decision. In doing so, both games apply storytelling techniques
that distinguish playing video games from the experience of other media forms
shows the master class of creators like Toby Fox and how directly relating
progression even if subtle changes as the story progresses will cause a great
sense of morality and control for the user. When I played through Undertale I
However, as the city slowly started getting desolate and families were missing
their parents, this video game made me emotionally connected and feel guilty.
This article will help when researching how to write engaging and emotional
Non-Player Characters.” Games and Culture, vol. 18, no. 4, 2023, pp. 475-497.
This article also uses Undertale as an example but focuses on how Toby Fox
writes the side characters so well that people feel a one-sided parasocial
relationship towards them. I will explain parasocial relationships in the article and
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that this is the goal when creating a game like this. I will use this article towards
the end talking about side characters, and interaction with non-player characters
many role-playing video games (RPGs). This article marries close analysis of the
effective parasocial relationships (PSRs) are created with its cast of quirky,
loveable monsters. The article uses players’ reception of the game in the form of
Steam reviews and Let’s play content to evidence players’ attachments to NPCs
and uses the concept of parasociality coupled with close reading to explore why.
lovable character. By researching further into how to make great side characters I
Marina Klimenko and Kevin Kapadia and Gaillot Jr Andre. “What Are the Morals of
Video Game Stories? A Content Analysis of the Most Popular Video Games”
Journal of Broadcasting \& Electronic Media, vol. 67, 2023, pp. 553-573.
This is a very cool research article that searches the most popular video games
and finds the moral principles presented in it. They go in depth about the data
regarding the amount or moral implications presented and what type of moral
value it is. They use this research to find like and disliked principles the game
takes. The idea of loyalty was the highest and having to break it caused intense
emotional reactions to the player. By using moral decisions to guide your game
you can effectively manipulate the player towards feeling a certain way. By
forcing them to make the decision or by causing long term reactions to their own
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character the attachment and emotion a story and extrude is great. The findings
certain moral themes may increase players’ preference for the themes. And
although loyalty was the most frequently and positively depicted moral theme.
And that games are very morally heavy but they usually don't have a great effect