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By
Paul C. Schuytema
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Visceral
Gaming: Should We Be Afraid?
The idea for this roundtable
came to me as I was pondering a question put to me during my job interview
by George Broussard, president of 3D Realms. This is essentially what
he said: "We expect Prey to be the most over-the-top, violent game ever
created... do you have a problem with that?" I found myself pondering
the question for the next few weeks. Is the path to the desired end
simply paved with more buckets of blood, or is there something more
significant involved? From those questions, the roundtable topic was
born.
During each session, I began by asking this question: "When you see
a game advertisement boasting an 'Over the Top' experience, what does
that mean to a potential player?" In each of the three sessions, the
response was consistent-it implies more blood, buckets and buckets of
blood littered with gore. We next probed to discover our common definition
of the term "visceral." The responses varied wildly, but by and large,
the key points were this-"visceral" was not necessarily a synonym for
"violent," and a "visceral experience" was a powerful experience (and
very rare, in PC games to date) which was usually associated with some
sort of physiological reaction (trembling gut, tightening sphincter,
etc.).
With the groundwork in place, we then set out to explore just what made
up a "visceral gaming experience." We created an imaginary game that
we were all collaborating on, and began brainstorming. We wanted this
game to leave the player exhausted, frightened and exhilarated (from
having survived it). What, then, could we employ to create such an experience?
Our dialogue centered around the action and adventure game genres, and
our "thought experiment" was a first-person perspective game. Distilling
the key points from the three sessions, we came up with the following
observations:
*The implication
of serious violence is often more disturbing than the actual representation
of a violent act (but to "imply well" means showing that you're serious-an
example that came up in two sessions was the movie "Bound"-when Jennifer
Tilly was threatened with "finger amputation," we all knew it was serious,
because it was actually done, and represented, earlier in the film).
*The player must truly feel that something is at stake for his game-bound
alter ego (In each session, someone always brought up the counter example
of multiplayer Quake, a fun experience indeed, but nothing is at stake,
nothing at risk for the player, so it degrades into an arcade-like experience
rather than a truly visceral experience).
*To enhance the "much is at stake here" feeling, a true alter-ego, with
personality, is far more effective that a nameless identity.
*A problem that we really couldn't solve: arbitrary save games allow
the player to play at his own pace, but really mess up the notion that
something very real is at stake (after all, you can just restore after
a goof).
*When you do show extreme violence, show it sparingly, but make it very
intense and don't shy away from realism.
*The aural effect had often been overlooked or underutilized in many
games to date-effective use of sound can convey a great deal of mood.
*Try to shy away from breaking the "flow of interaction"-cinematics
are pretty, but often throw the player out of the "vivid and continuous
dream" (to quote John Gardner) that we've carefully crafted.
Two things stood out in
my mind as I thought about the roundtable sessions. First, I was surprised
to find out that hardly any of the attendees found the level of violence
in games today offensive. Though nearly all argued that simply throwing
more blood at a violent game wouldn't cut it anymore as a means to "up
the intensity."
The second thing that really encouraged me was how the attendees had
really thought through this problem prior to the roundtable. I got the
very real sense that developers are really learning their craft and
are realizing what it takes, in very concrete terms, to deliver an even
more visceral gaming experience for our players.
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