Psychological Processing of Video Games
We define media as any
means of cultivation, conveyance, or expression; essentially, any means by
which we communicate. The International Society for Presence Research, ISPR,
defines presence as “a psychological state or subjective perception in which
even though part or all of an individual’s current experience is generated by
and/or filtered through human-made technology, part or all of the individual’s
perception fails to accurately acknowledge the role of the technology in the
experience” (Lombard, 2018). It is my understanding that this definition refers
to presence as a sensation or experience that is felt through media technology,
without the sense that the sensation or experience is being mediated. A medium
that creates a strong sense of presence would be communicating with its
audience in the most direct way possible, as there is no feeling of dissociation
or disconnection because the audience cannot perceive any means of conveyance
other than direct communication.
As an avid and passionate video game player, I have
always felt that video games were our most impressive and successful form of
media technology. I do not like to attribute this perspective to personal bias;
when considering the power of video games logically, I can come up with no
other form of media technology that includes any and all forms of visual,
auditory, and narrative art as well as our most advanced forms of graphic
technology and experiential design. Video games are interactive by nature,
demanding that their audience be an active participant in their message. I feel
as though the interactive element found only in video games, by definition, is
a strong part of what makes them the most presence inducing form of digital
media available. However, I recognize the irony in saying that the form of
media which incorporates all other digital media is also the form which feels
the least mediated. I plan to exemplify this claim by examining presence
through interactivity in the recent and highly successful video game God of War (2018).
The God of War
video game series was introduced in 2005 and saw a very successful run of three
main line entries and three spin off games spanning through the following six
years. All six games took place within the annals of Greek mythos and cast the
player as a former Spartan general, and secret son of Zeus, named Kratos.
Kratos was tricked by the Olympian Gods on multiple occasions including a
specific incident in which Ares tricked him into slaughtering his own wife and
daughter in addition to the refusal of the other Olympians to ease the
nightmares that such a tragic event would cause. What followed was a series of
games in which a man seethed with hatred and despair as he clawed his way to
vengeance against the omnipotent beings who toyed with him. Kratos’ anger was
consistently expressed not only through in-game cinematics, but through the
mechanics and visceral violence that soon became synonymous with the God of War series. In 2018, players both
new and old were introduced to a new variance of Kratos. He retained the same
awesome strength to oppose divine beings as he had showcased in his previous
games but now he had moved to lands that were dominated by the Gods of Norse
mythology; and he was now accompanied by his young son who had recently lost
his mother.
I feel as though it is difficult to feel presence in such
fantastical settings as God of War
without having a narrative understanding of what is going on in the game. It
may have always been cathartic for my teenaged self to have Kratos slice the
legs of a towering cyclops only to crawl up its back and then gouge out its
eye, but the ludonarrative harmony created by Kratos committing such an act
because of the anger spurred by events of the story created a world in which it
made sense for me to have my specific character commit this action. In God of War (2018), Kratos fights in a
distinctly different manner than he did in the past. His rage is still a very
important theme of the story, and so it still is very important to combat and
interaction, but now that he is older, has a son to think about, and is a
stranger in a strange land, he is much more tempered and wizened in the way he
fights and interacts with others. In this way, the game communicates spatial,
social, and perhaps most significantly, self-presence.
Tamborini and Skalski define spatial presence as “the sense
of being physically located in a virtual environment or interacting with
virtual objects as though they have actual, physical properties” (2006). Even
without relying on a first person camera perspective or virtual reality, there
are many in which God of War (2018) achieves
this affect. A primary technique of most modern, big budget video games is to
utilize the very best in graphics and audio technology to produce a high
production quality product. Every clang of Kratos’ weapons as they strike, his
boots stomping into the ground when he runs, the look on his face when he takes
or dishes out devastating damage to his enemies, all of these elements were
painstakingly considered to the most minute detail in order for the game to
exude vividness and provide immersion. This sense of vividness provided by
graphic quality and the sense of immersion provided by deep levels of
interactivity are considered to be “highly conducive to the sensation of
presence” (Tamborini & Skalski, 2006). In God of War (2018), specifically, two of the most significant
elements for creating spatial presence would be Kratos’ new weapon, the
Leviathan Axe, as well as the brand new technique that the creative director,
Cory Barlog, chose to implement. In the previous six God of War games, the developers utilized a fixed camera angle that
the player had no control over. When you guided Kratos into a new room or set
piece, the camera angle would cut to what the developers assumed would be the
best angle for the player to complete their objective. In God of War (2018), the camera takes on a third person perspective
behind Kratos’ back and allows the player to freely aim as they see fit. This
is a rather common technique in contemporary video games, however, what Barlog
chose to do was create the entire game as one seem take. The camera never cuts
in God of War (2018), a feat that has
never been attempted before in video games. Whether you are supposed to be
seeing through Kratos’ eyes, seeing the shock or anger on his son’s face, some
story event has completely altered a once familiar environment, or some massive
creature is emerging on screen, the player’s perspective remains constantly in
the game world and moves with these events instead of cutting to get a better angle
on them; this also allowed much more seamless movement back into gameplay as
the camera would naturally return to Kratos’ back.
As I mentioned before, the Leviathan Axe is Kratos’ new
weapon and one of the player’s most important tools for interacting with the
game world. As Weimin Toh asserts, “to describe the player’s emotional
experience, we must describe the emotion’s object and the reasons the subject
has for relating to the object in the particular way. In gameplay, the player’s
emotions are centered on the player’s weapon during its manipulation process
due to its ability to fulfil the player’s goal in the game world” (2016). In
addition to combat, the axe has several functions for traversal and puzzle
solving that the player will discover through their interactions with the game.
For example, the axe is a magical weapon that Kratos received from his late
wife, and thus it is imbued with runic magic. It has runes that allow it
generate frost, and it also has a function in whereby Kratos can throw it; at
any time, through any distance or object, the player can have him recall it to
his hand with the press of a button. The effects generated from these two
functions, as well as the emotional attachment that the player’s avatar - and
by extension the player - have to this weapon, create a strong sense of
presence in this game. “I wanted to see
if we could focus on just getting the holding of the ax and swinging it—make
that feel like it had a different way of connecting with the enemies. Because
once you get lost in throwing it and putting all the effects on the screen, you
lose track of the close, intimate parts” (Takahashi, 2019). In this quote from
a recent interview with Cory Barlog, he outlines the amount of thought that
went into getting the most basic actions with the axe to feel right. Every
element of this object is communicated to the player in a way that gives it and
the things it hits realistic properties. The sound it makes as it whirrs
through the air and the animation that plays as Kratos stresses his arm to
catch it, making apparent the appropriate size and weight of the weapon. Every
enemy that it tears through and the resulting gore emphasize the sharpness of
the blade. The crackling of the frost that builds up on its enchanted edge is
immediately reminiscent of any object in our world freezing over and accurately
shattering after Kratos slams the blade into another enemy. There are even cinematics
where characters who are not quite as strong as the demigod protagonist attempt
to handle this weapon and their bodies reel and falter under the heft of it;
this is also a good example of social presence as these actors exhibit
reactions based on realistic physics.
Social presence is also experienced in the way that the
game world reacts to the player. If you do not pay attention to Kratos’ son,
Atreus, in combat enemies can get the best of him. It is in the player’s best
interest not only to protect Atreus, but to give him commands as well so that
he can be helpful in combat and puzzle situations. In addition, Atreus will
respond to the player’s actions; he will cry out in fear if you take too much
damage, and he can puzzlingly question if his father is attempting to teach him
something in the event the player is randomly swinging Kratos’ weapons around
practices combo attacks or smashing items in the environment.
Biocca claims that self-presence is a phenomenon
expressed through multiple bodies; these include actual, virtual, and body
schema (Biocca, 1997). The body schema refers to the mental mapping of myself
onto my virtual avatar. In this case, my virtual avatar would be Kratos; for an
example of the body schema I can simply say that I understand that I control
the movement of his legs by the direction I choose to push the controller’s
left analog stick in. Biocca (1997) also states that “increases in
self-presence are correlated with higher levels of cognitive performance, and,
possibly, emotional development.” I take this to mean that as I begin to
understand my avatar’s emotional journey, my connection to him as my avatar in
this virtual world creates a stronger sense of self-presence. My recognition of
Kratos’ journey with his son and their reconciliation of the loss of their wife
and mother deepens my connection to this avatar. I can see on Kratos’ face,
through detailed animation and performance capture, his questioning of his
skills as a father, and his apprehension in getting closer to his son as he
would rather spare Atreus the traits that have made his father such an efficient
killing machine. I also connect strongly with Kratos on a physical level. The
last time I played through one of his stories I was 18 years old and now I am 27;
it has been quite some time for both of us and it definitely shows. In this new
game, Kratos can no longer jump on command and similarly, I had back surgery
since the last time Kratos served as my virtual avatar, neither one of us can
move as well as a result of aging. While this connection is subjective to
myself as the player, and the body schema I already have mapped to Kratos is
very familiar to me, I would say that presence – especially self-presence – is
a highly subjective sensation. I can see Kratos as my avatar because I can
connect with him “leading to an awareness of [myself] as [a] social being
inside a virtual environment” (Tamborini & Bowman, 2010). In this way, my
ability to interact with the game world through my basic control of Kratos’ actions
creates the sensation of self-presence.
Sources
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