Original Comment by: Mark
Positively brilliant article, and I think I managed to find something like a solution.
Emotion must come from the suspension of disbelief - sadness, from the belief that when bad things happen, they stay happened. Aeris dying in FFVII was corny, yeah, but it was a more powerful scene than the rest of the game because it was permanent. She stayed dead and her role was not replaced.
The problem, therefore, lies in how to make a game's consequences feel permanent. You can't actually make them permanent because then you're taking control away from the player, which is bad.
I think - and I am going somewhere with this - that the assumption that the player is their avatar, or that the player feels what the avatar feels, I think that's a bad way to think if you want to make a game have a strong emotional appeal. It's excellent when you want to make the player feel empowered (see also: Mr. Gillen's article this week), but that is a limited pallette.
I've been playing X-Com UFO Defense a bit lately. It's an old game, sure, but by all accounts it's one of the best ever made. There's an emotional appeal there, if even if it's a bit weak. There are no characters to speak of in that game. Each soldier is randomly generated and expendable. However, there is one important element that can't be overlooked: it gives each character a name. When a soldier dies there, it is because you (the player) killed Dmytri (or Yoko, or Jacques, or whoever). Just giving the characters names causes the player to identify with them. I think that giving them personalities would diminish from it. The player is allowed to fill in all the blanks, and the tendency will be to make them likeable.
Games are fundamentally about control, which is why conventional storytelling isn't the way to make players cry. You can make them laugh this way, make them feel like a badass, make them feel anything good, but the only way to make them feel bad is to work within this framework of control. For this reason, I believe, it is best if the player is not the hero, but is rather God. Put the player utterly in charge of the world. Then, everything that goes wrong in the world is the player's fault. And there's no better way to make the player cry than by making him feel like a real heel.
Granted, the cynicism that a person must attain from growing up makes it difficult to create an emotional attachment to the world. In GTA people go out and run over the NPCs for fun. This isn't because the player has too much power, but because the world is too shallow. Presentation creates emotional attachment, and so if you can make the player feel like they've done something that's really, actually bad, even uninentionally, then you will be able to play their heartstrings like a fiddle.
This raises a problem: if the player has power over the world, then how do you make them do something bad in the first place? Two ways, the first of which is already widely implemented. Games are no fun if the player can do anything. So make rules. Things that the player can't do. You can't jump higher than your Acrobatics stat will let you. You can't make a Lemming smart enough to get to the exit on its own.
The second is to create an illusion of freedom. The end of Shadow of the Colossus really struck me as an example of this, though it wasn't carried to its fullest. The player is presented with something that looks exactly like the freedom they always had, but in fact it will always turn out badly for the player. This is a step above the cutscene, in that the player still has control, but there has yet to be a really good implementation of it - the unwinnable battles in your average JRPG come to mind.
The notion of an avatar, I believe, is really more of a hindrance than a help. It's distracted us from making truly emotional games. The goal, it seems, is not for the game to affect the avatar, but for the avatar to affect the game. Nothing that happens to an avatar is permanent. For an avatar, there is no such thing as consequences. And the fundamental nature of gameplay means that you can't have an avatar with permanent consequences, because the player will just reset if anything happens that will mess them up permanently.
If the character is an avatar, then by the conventional definition of "avatar," that means that the player is a god. We should not be asking how to make an audience feel sad, as with storytelling, but rather, "How does one make a god cry?"