As some recent games like HALF-LIFE 2 demonstrate, emotion -
perhaps the final frontier in game design - is beginning to be
understood. Other games of the last several years that have tackled the issue, including PRINCE OF PERSIA, HALO 2, THE SIMS
2, GTA: SAN ANDREAS, THE LEGEND OF ZELDA: THE WIND WAKER,
RESIDENT EVIL 4, and ICO, to name just a few. Very thoughtful
and innovative game designers have done some wonderful things
in these games to touch the heart and soul, and sometimes the
humor, of the player. This talk discusses emotional innovations
in the above games, but focuses primarily on HALF-LIFE 2 in particular, which uses techniques to integrate emotion and
gameplay which might not be apparent at first glance, operating
out of conscious view of the player.
A thorough analysis of this game's emotional content, experiences, and systems, can benefit game developers
that wish to increase the emotional potential of their games too. This talk not only deconstructs the techniques that were used to
evoke emotion in HALF-LIFE 2, but offers many additional
suggestions as to how a game designer can manipulate the
meaning, feeling and impact of games. The goal of this talk is to
give game designers tools and a strategy for how to actually
improve the overall emotional power of the games they
design.