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	<title>Comments on: The New GOFST</title>
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	<link>http://grandtextauto.org/2006/04/21/the-new-gofst/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Grand Text Auto &#187; Ill-Fitting Smarty Pants</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-91749</link>
		<dc:creator>Grand Text Auto &#187; Ill-Fitting Smarty Pants</dc:creator>
		<pubDate>Wed, 09 Aug 2006 20:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-91749</guid>
		<description>[...] s spots in gaming / game criticism these days, but frankly it sometimes misses its mark (1 2).  Witness this week&#8217;s impressively unnecessary anti-academic t [...]</description>
		<content:encoded><![CDATA[<p>[...] s spots in gaming / game criticism these days, but frankly it sometimes misses its mark (1 2).  Witness this week&#8217;s impressively unnecessary anti-academic t [...]</p>
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		<title>By: Jeremy Douglass</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83256</link>
		<dc:creator>Jeremy Douglass</dc:creator>
		<pubDate>Tue, 25 Apr 2006 19:41:01 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83256</guid>
		<description>Certain, I&#039;m all in favor of more exploration of language interfaces, even if that does require a huge paradigm shift for designers in the games industry.

Coincidentally, a post popped up on my news watch today with a typical &lt;a href=&quot;http://carus-erus.livejournal.com/329415.html&quot; rel=&quot;nofollow&quot;&gt;testimonial to crying due to a game&lt;/a&gt;. It seems pretty clear this was brought on by cinematics - in fact, the ability of the reviewer to tell someone else what the ending *will* be like indicates that the part of the experience they reacted to was linear and predetermined. It does seem that some types of interactions might tend to heighten the attachment to characters (and thus the stake in cutscenes), while others might reduce attachment - how strongly should we distinguish the examination of interactions that build investment from interactions that deliver emotional dynamics themselves?</description>
		<content:encoded><![CDATA[<p>Certain, I&#8217;m all in favor of more exploration of language interfaces, even if that does require a huge paradigm shift for designers in the games industry.</p>
<p>Coincidentally, a post popped up on my news watch today with a typical <a href="http://carus-erus.livejournal.com/329415.html" rel="nofollow">testimonial to crying due to a game</a>. It seems pretty clear this was brought on by cinematics &#8211; in fact, the ability of the reviewer to tell someone else what the ending *will* be like indicates that the part of the experience they reacted to was linear and predetermined. It does seem that some types of interactions might tend to heighten the attachment to characters (and thus the stake in cutscenes), while others might reduce attachment &#8211; how strongly should we distinguish the examination of interactions that build investment from interactions that deliver emotional dynamics themselves?</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83237</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Mon, 24 Apr 2006 04:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83237</guid>
		<description>I agree that speech recognition, once it works as well you describe, will definitely be superior to typing as an interface for language in games.  Realistically though, based on the results of the latest industry and academic R&amp;D currently out there, this is still a decade or more away.</description>
		<content:encoded><![CDATA[<p>I agree that speech recognition, once it works as well you describe, will definitely be superior to typing as an interface for language in games.  Realistically though, based on the results of the latest industry and academic R&amp;D currently out there, this is still a decade or more away.</p>
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		<title>By: josh g.</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83228</link>
		<dc:creator>josh g.</dc:creator>
		<pubDate>Sat, 22 Apr 2006 05:00:06 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83228</guid>
		<description>Actually, I&#039;ve been wondering if speech recognition might not make the problem easier, rather than harder, at some point.  Once the system has a fairly high signal-to-noise ratio in terms of word recognition, it could provide additional information that the keyboard can&#039;t.  There are already projects out there that analyze human speech on the fly to successfully detect emotional states in the speaker.  That kind of information could add vital context to interpreting the language the player uses, and how a character should respond.  (Was it sarcasm? Is the player showing signs of apathy? Or is the player highly emotionally involved in what they&#039;re talking about?)</description>
		<content:encoded><![CDATA[<p>Actually, I&#8217;ve been wondering if speech recognition might not make the problem easier, rather than harder, at some point.  Once the system has a fairly high signal-to-noise ratio in terms of word recognition, it could provide additional information that the keyboard can&#8217;t.  There are already projects out there that analyze human speech on the fly to successfully detect emotional states in the speaker.  That kind of information could add vital context to interpreting the language the player uses, and how a character should respond.  (Was it sarcasm? Is the player showing signs of apathy? Or is the player highly emotionally involved in what they&#8217;re talking about?)</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83227</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 21 Apr 2006 22:31:38 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83227</guid>
		<description>Hi Sean &#8212; yes, I&#039;d agree that &lt;i&gt;Ico&lt;/i&gt;, like virtual pets, is a rare example of a game that is on the path towards creating characters that you can connect with &lt;i&gt;through your interactions&lt;/i&gt; and express to, and therefore care about.  But like you say, the degree of agency is still on the minimal side.

Let&#039;s give players more than a controller, mouse or stylus pen...!  Language, anyone?  

Does anyone think a controller, mouse or stylus pen could ever be enough?

The PC and its keyboard have a bright future, don&#039;t let anyone tell you &lt;a href=&quot;http://www.gamespot.com/news/6142571.html&quot;&gt;otherwise&lt;/a&gt;!   (Speech recognition that works in gaming, when the player is yelling, mumbling, etc. is still a ways off...)
</description>
		<content:encoded><![CDATA[<p>Hi Sean &mdash; yes, I&#8217;d agree that <i>Ico</i>, like virtual pets, is a rare example of a game that is on the path towards creating characters that you can connect with <i>through your interactions</i> and express to, and therefore care about.  But like you say, the degree of agency is still on the minimal side.</p>
<p>Let&#8217;s give players more than a controller, mouse or stylus pen&#8230;!  Language, anyone?  </p>
<p>Does anyone think a controller, mouse or stylus pen could ever be enough?</p>
<p>The PC and its keyboard have a bright future, don&#8217;t let anyone tell you <a href="http://www.gamespot.com/news/6142571.html">otherwise</a>!   (Speech recognition that works in gaming, when the player is yelling, mumbling, etc. is still a ways off&#8230;)</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83226</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 21 Apr 2006 22:02:14 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83226</guid>
		<description>Hi John, thanks for your comment (and &lt;a href=&quot;http://blog.escapistmagazine.com/index.php/commentary/2006/04/21/confessions_of_a_crybaby?blog=7&amp;c=1&amp;page=1&amp;more=1&amp;title=confessions_of_a_crybaby&amp;tb=1&amp;pb=1&amp;disp=single&quot;&gt;further comments and examples&lt;/a&gt; at &lt;i&gt;The Escapist&lt;/i&gt;).  I totally agree that story&lt;b&gt;&lt;i&gt;telling&lt;/i&gt;&lt;/b&gt; can make people feel strong emotion, and that to the extent there is good story&lt;b&gt;&lt;i&gt;telling&lt;/i&gt;&lt;/b&gt; in a game, it can make you feel strong emotion, for the same reasons.  But that&#039;s not new or interesting, you see; I don&#039;t play games to be told a story, that&#039;s not the unique strength of interactive media; I play to affect and mold the experience, to express myself, to have control, agency.  (My &lt;a href=&quot;http://grandtextauto.org/2006/03/14/overly-escapist/&quot; rel=&quot;nofollow&quot;&gt;previous rebuttal&lt;/a&gt; to an &lt;i&gt;Escapist&lt;/i&gt; article contains links to what I do think are interactive media&#039;s strengths, I won&#039;t further repeat them here.)

In the sentence you quoted, the emphasis should be on &lt;i&gt;when playing games&lt;/i&gt; &#8212; which is intended to be in stark contrast to being &lt;i&gt;told a story&lt;/i&gt; for which minimial interactivity (e.g., solve a puzzle) is required to unlock the next page of the story.  

As I attempted to describe in my post above, what we should be concentrating on in these discussions are the actual interactions the player has &#8212; the things the player says and does &#8212; to be the primary device eliciting emotion, accomplished by making those interactions truly affect the characters in the story &#8212; requiring a truly non-linear plot, more than multiple choice dialog menus dictating my expression, etc. etc.  

You make an interesting point that another reason few people cry when playing games is a perceived stigma in taking games seriously, that in a sense, we&#039;re not used to crying over games.  

However, sadly I think the stigma as this point in time is a valid one, because besides the good-ol&#039;-fashioned storytelling (GOFST) techniques that have been making people cry for millenia (nothing new there...), there&#039;s little to nothing &lt;i&gt;inherent to games&lt;/i&gt; worth crying about yet.

If your point is simply that we shouldn&#039;t be afraid to cry at the GOFST in games, well, okay.  But that&#039;s a critical distinction that needs to be made.

[&lt;b&gt;Update&lt;/b&gt;: King Lud IC recently posted an &lt;a href=&quot;http://kingludic.blogspot.com/2006/04/where-everybody-knows-your-name.html&quot;&gt;informative writeup&lt;/a&gt; of &lt;i&gt;Planescape: Torment&lt;/i&gt;, which John refers to in his further comments at &lt;i&gt;The Escapist&lt;/i&gt;.]</description>
		<content:encoded><![CDATA[<p>Hi John, thanks for your comment (and <a href="http://blog.escapistmagazine.com/index.php/commentary/2006/04/21/confessions_of_a_crybaby?blog=7&#038;c=1&#038;page=1&#038;more=1&#038;title=confessions_of_a_crybaby&#038;tb=1&#038;pb=1&#038;disp=single">further comments and examples</a> at <i>The Escapist</i>).  I totally agree that story<b><i>telling</i></b> can make people feel strong emotion, and that to the extent there is good story<b><i>telling</i></b> in a game, it can make you feel strong emotion, for the same reasons.  But that&#8217;s not new or interesting, you see; I don&#8217;t play games to be told a story, that&#8217;s not the unique strength of interactive media; I play to affect and mold the experience, to express myself, to have control, agency.  (My <a href="http://grandtextauto.org/2006/03/14/overly-escapist/" rel="nofollow">previous rebuttal</a> to an <i>Escapist</i> article contains links to what I do think are interactive media&#8217;s strengths, I won&#8217;t further repeat them here.)</p>
<p>In the sentence you quoted, the emphasis should be on <i>when playing games</i> &mdash; which is intended to be in stark contrast to being <i>told a story</i> for which minimial interactivity (e.g., solve a puzzle) is required to unlock the next page of the story.  </p>
<p>As I attempted to describe in my post above, what we should be concentrating on in these discussions are the actual interactions the player has &mdash; the things the player says and does &mdash; to be the primary device eliciting emotion, accomplished by making those interactions truly affect the characters in the story &mdash; requiring a truly non-linear plot, more than multiple choice dialog menus dictating my expression, etc. etc.  </p>
<p>You make an interesting point that another reason few people cry when playing games is a perceived stigma in taking games seriously, that in a sense, we&#8217;re not used to crying over games.  </p>
<p>However, sadly I think the stigma as this point in time is a valid one, because besides the good-ol&#8217;-fashioned storytelling (GOFST) techniques that have been making people cry for millenia (nothing new there&#8230;), there&#8217;s little to nothing <i>inherent to games</i> worth crying about yet.</p>
<p>If your point is simply that we shouldn&#8217;t be afraid to cry at the GOFST in games, well, okay.  But that&#8217;s a critical distinction that needs to be made.</p>
<p>[<b>Update</b>: King Lud IC recently posted an <a href="http://kingludic.blogspot.com/2006/04/where-everybody-knows-your-name.html">informative writeup</a> of <i>Planescape: Torment</i>, which John refers to in his further comments at <i>The Escapist</i>.]</p>
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		<title>By: Sean Barrett</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83225</link>
		<dc:creator>Sean Barrett</dc:creator>
		<pubDate>Fri, 21 Apr 2006 21:51:37 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83225</guid>
		<description>&lt;blockquote&gt;actual interactive experiences where you are having a true, significant effect on the events in virtual world (aka agency)&lt;/blockquote&gt;

You really should play Ico (or read up on it) if you haven&#039;t (or mention it if you have!). Note that it involves agency only in a low-level sense (in the sense of Freedom, Agency, Story, choose 2): the story is still linear so there&#039;s no large-scale freedom, but your interaction with Yorda on the standard action-game-playing small scale, where you have freedom + agency and no story, is where a lot of the emotional attachment arises.

Of course, this is pretty much a singular exception--it was quite noteworthy and inspiring, yet nobody else has followed up (including Ico&#039;s authors, who moved the boy-girl relationship in Shadow of the Collosus entirely out of the gameplay).</description>
		<content:encoded><![CDATA[<blockquote><p>actual interactive experiences where you are having a true, significant effect on the events in virtual world (aka agency)</p></blockquote>
<p>You really should play Ico (or read up on it) if you haven&#8217;t (or mention it if you have!). Note that it involves agency only in a low-level sense (in the sense of Freedom, Agency, Story, choose 2): the story is still linear so there&#8217;s no large-scale freedom, but your interaction with Yorda on the standard action-game-playing small scale, where you have freedom + agency and no story, is where a lot of the emotional attachment arises.</p>
<p>Of course, this is pretty much a singular exception&#8211;it was quite noteworthy and inspiring, yet nobody else has followed up (including Ico&#8217;s authors, who moved the boy-girl relationship in Shadow of the Collosus entirely out of the gameplay).</p>
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		<title>By: John Walker</title>
		<link>http://grandtextauto.org/2006/04/21/the-new-gofst/comment-page-1/#comment-83224</link>
		<dc:creator>John Walker</dc:creator>
		<pubDate>Fri, 21 Apr 2006 21:19:21 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1161#comment-83224</guid>
		<description>&quot;And that’s the heart of why almost no one cries when playing games: games barely allow us to express ourselves to them yet, so how or why could we feel affection, friendship, regret or loss in return?&quot;

I add this reply further to the response on the Escapist site. I find this sentence bewildering. Are you similarly arguing that &quot;almost no one&quot; cries when watching films or reading books, which allow absolutely no means to express ourselves whatsoever? How can we feel affection, friendship, regret or loss in return to these media?

I think it&#039;s fairly evident that films and books make people cry in their millions. There are very simple reasons why few people cry while playing games: few games contain content that would make people cry, and admitting crying during a game is still unacceptable where blubbing at the cinema is entirely accepted.

You argue games that reduce people to teary wrecks simply use the methods of storytelling to achieve this. I argue games  that reduce people to teary wrecks work extremely hard to use the methods of storytelling to achieve this. It seems odd to then dismiss the various means by which passive storytelling achieves an emotional response.</description>
		<content:encoded><![CDATA[<p>&#8220;And that’s the heart of why almost no one cries when playing games: games barely allow us to express ourselves to them yet, so how or why could we feel affection, friendship, regret or loss in return?&#8221;</p>
<p>I add this reply further to the response on the Escapist site. I find this sentence bewildering. Are you similarly arguing that &#8220;almost no one&#8221; cries when watching films or reading books, which allow absolutely no means to express ourselves whatsoever? How can we feel affection, friendship, regret or loss in return to these media?</p>
<p>I think it&#8217;s fairly evident that films and books make people cry in their millions. There are very simple reasons why few people cry while playing games: few games contain content that would make people cry, and admitting crying during a game is still unacceptable where blubbing at the cinema is entirely accepted.</p>
<p>You argue games that reduce people to teary wrecks simply use the methods of storytelling to achieve this. I argue games  that reduce people to teary wrecks work extremely hard to use the methods of storytelling to achieve this. It seems odd to then dismiss the various means by which passive storytelling achieves an emotional response.</p>
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