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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