Will Games Ever Make Us Cry?
Often when we talk about games being art we approach the subject in terms of definitions. People seem to forget that usually to the observer art elicits something more than a pragmatic break down of its construction. Unless specifically tasked to do so, I rarely look at a painting or listen to music and dissect it. I see the work in its entirety and feel the emotions it provokes.
When I approach a game it is in much the same way. Some parts of me will immediately assess it on a level of technical competence but my reaction is an emotional one towards the design aesthetic and story. It is the range of emotions that a game can elicit however than make the medium less versatile than most of its contemporaries as an art form.

Braid’s deeper narrative is expressed through written exposition not play.
Some more recent and niche titles are attempting to redress this balance and introduce a greater range of sentiment. For instance Braid’s story centers on the protagonist’s quest to repair a broken relationship (explicitly at least). This move is currently being made by independent developers, who produce such titles as downloadable releases to limit the cost and risk but this limits their sales and exposure. Fortunately as in all media indie trends are starting to filter down (or up) into mainstream titles.

Ico’s interaction with Yorda formed a deeper bond than most games achieve using heavy exposition.
But the question posed by the title of this article stands; will a game ever make us cry? It is a question which requires some clarification. For some we may have already reached a point where a game can educe such powerful emotions, but the trigger is never the game itself. The gameplay, the element that defines it as a game is not instigator but a story element usually expressed through a cut scene or similar device.
I don’t know if this is something that will ever be achieved, the barriers maybe insurmountable. The narrative function play provides is not the slow, contemplative segments but the fraught action. People simply don’t experience sentimental moments during the adrenalin rush, it comes in the subsequent lull. We may soon experience a greater range of emotions during our time engaged with a game but I suspect it will be a long time until we feel them during our actual interactions.
Tags: Braid, Games as Art, Ico, Indie, Narrative
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FFVII made me – and most of the other people who ever played it – cry when Aeris died. But it was more the music than what happened. Perfectly orchestrated music to a shocking scene. Brilliant. But again, that was a cutscene and not the actual game.
However, Flower on PSN almost made me cry, but because it was just so bloody beautiful. And the final level was just amazing as you brought an entire city back to life and colour. I really did well up during that level, as the music perfectly matched the setting. Everybody should own this game, seriously.
Unfortunately, I think that too many gamers today are interested in shooty shooty death kill games, and have such little attention spans that they simply get bored when a game tries to reach out and touch them.
If still images can make us cry and movies (just a collection of images) can make us cry, than video games can make us cry. Being interactive doesn’t take away from the fact that games rely just as much on those kind of visuals. I felt bad when I incinerated the Weighted Companion Cube, after all, and that had nothing to do with watching a video or cut scene. It had everything to do with how I interacted with that cube in the game.
The Cube really? I will confess Flower is powerful, and I don’t believe that a wide range of emotions are unachievable. I just think that we are far from utilizing the mediums unique properties to this end, instead continuing to rely on movie techniques (which are no less valid as a narrative element, just different).
I suspect/hope Heavy Rain maybe a game which could make a big step in changing my opinion here. Along with other games which don’t relinquish control of you character during the slow, contemplative times.
I am not (dirty little secret) a guy who doesn’t cry. Many movies set me off and I still cannot read the last chapter of the House at Pooh Corner with out weeping. So I am susceptible. I just don’t think it will happen while I play, as much due to the focus we exercise as we play limiting our emotional responses (along with the adrenaline – sorry I was a psych major) which I why as in life it is the come down after an event when we react. Like that time you got dumped and only started crying as she went to leave… or is that just me?
I want to be proved wrong and of course I haven’t played everything. I hear the Darkness contained some very moving sections so I may pick that up. If any one has any other suggestions I am all ears, and thumbs I guess (but not money so nothing too hard to find)!
The Darkness on PS3 is, like, £4.99 here. Want a copy? Free of charge, of course. I looks after mah bitches, innit? XD
I think one of the problems that would arise if a game made you cry while playing (and rather than during a cutscene) is that the player would most likely stop playing as they broke down, most likely causing player death and a complete stop to the emotional hit.
The only way around this would be to force the player to carry on through their tears, or cut to a cutscene. With films and music, you’re simply the audience, and relistening or rewatching is a joy. With games, you’re involved in the whole process, and being punished for being emotional with a “game over” kinda takes away from the point.
I think the games industry has it spot on as it is – a mixture of getting the player involved and attached through gameplay, and then hitting them with the bawhammer during cutscenes.