Emotion is the cornerstone of art – the feelings evoked by a film, a song, or a book stay with us long after we finish the actual experience of the work. When these emotions return in everyday life, it’s not unusual for us to turn to these works of art in order to legitimise the emotion, or even make it more intense. We’ve all had break-up songs and feel-good films (in my case Black by Pearl Jam and My Neighbour Totoro respectively). For me, this is the most basic test that art should have to pass; does it make me feel something? Traditional art forms seem to manage this fairly effortlessly and, on the one hand, video games can serve this function in a very visceral sense. They are very good at evoking certain emotions; the frustration of not being able to beat a boss, the anger of dying after hours of play and zero saves, or even the confusion of a puzzle you can’t solve. These are somewhat different to the emotions we normally associate with art, but are they still valid? Many would argue that these are still quintessential parts of the human experience. When in times of stress many audience members may revert to these games in an attempt to exorcise themselves of this negativity in an act of catharsis. Games such as first-person-shooters, beat-em-ups and even sports games are perfect for this. While not synonymous with the emotions induced by music or books (and while not to some people’s personal tastes) I do think it’s important not to entirely discredit these games. Hundreds of hours of work have been invested in creating game mechanics and backgrounds and, for many people, they are serving a legitimate emotional purpose in everyday life.
However, while it would seem that the emotions of instant gratification have always been accepted in gaming, feelings within games themselves have not always been so well received. Some time ago (1999 to be precise) Final Fantasy VIII was released to great anticipation. To me this remains one of the greatest games ever created, however, even to its own fan-base it is, in certain aspects, much maligned. The complicated magic system played a part of this, though the chief complaint seemed to be that the main characters had a lot of feelings. Make no mistake, critically, the game was well received, but within the community the teenage cast were widely disliked. Their self-centred angst was a huge turn-off for scores of fans, despite the fact it was fairly realistic.
The reason for this change, however, is not immediately obvious. As a society have we become more accepting of emotion? Aside from the phenomenal movie Inside Out (a film all about legitimising the spectrum of emotions we all feel) there doesn’t seem to be such an overarching theme. The world of gaming, however, has changed significantly. As video game sales have sky-rocketed, its audience has widened. Despite the fact that the stereotypical image of a gamer is still a nerdy teenage boy, research shows that the demographic that plays the most games now are women in their thirties. It could be that with the change of demographic that video games can afford to lose their machismo as they no longer require to pander to fragile-masculinity.
It’s certainly possible, though what’s clear is that video games are now more mainstream than they used to be, which can only be a good thing for the medium. As more people play video games the more legitimate the medium becomes, not just as entertainment, but as an art-form. The past decade saw the emergence of many games dubbed ‘art games’ such as Okami, Journey and Shadow of the Colossus. It seems that the industry and audiences alike have accepted video games as the art-from they were always destined to become and with the title ‘art’ comes something very important – emotion and the reliance of it in storytelling.
Video games seem to have made their peace with emotion and, while the big-sellers are still games of instant-gratification, it’s worth noting that lurking beneath the surface are a myriad of video games packed with feeling and depth. It’s well documented that video games need to become more diverse in terms of representation and experience, yet the broadening of emotion in the medium could prove to be the all-important first step.
Sam Leeves is the author of the novels 'Endless Tides' and 'In the Footsteps of the Behemoth', they are also a member of The Fawcett Society. Find them on twitter, @CptSkyheart.