I hust happen to read an interesting blog on empathy in game design which cast a new light on all our discussions about immersion, about 1st person vs 3rd person and about how we personally engage in a story-driven video game. It’s a follow up blog on another blog of the same author in which he explained why he personally wasn’t immersed in Beyond: Two Souls).
Let me explain what this article is all about and why I think it’s crucia to understand the concept of empathy both as a game designer and as a gamer:
The article is based on a very simple observation. The author noticed that people can experience and evaluate story-driven games (here Beyond: Two Souls) completely differently. He asked himself why that is the case and he concluded that it’s based on our own personal take on how we enjoy games and how we personally feel empathy in games.
"Empathy is the capacity to recognize emotions that are being experienced by another sentient or fictional being."
Empathy is the core mechanism that makes story-driven games work as emotional engaging experiences (as well as every other medium like movies or books of course). But how does this change the way we feel personally immersed in such a game?
The problem is that there are different types of empathy and different takes on how to play a game and feel immersed. On a very simple level there are two destictive types of empathy, cognitive empathy (understanding anothers perspective or mental state) and emotional empathy (being involuntarily affected by another’s mental state). These types of empathy define the way we experience a story. But our personal ratio between these two basic types of empathy also defines how we experience a story. Some people are more emotionally connected others are more mentally connected. That defines the very basic way we feel immersion. It’s crucial to understand that in order to also understand why some people prefer 1st person gameplay and other people prefer 3rd person gameplay. It’s about the way each person feels empathy for the game, if they want to “be” the game character (what would most people identify as real role-playing) which is connected to a strong cognitive empathy or if they they want to “protect” or “take care” of the game character which is connected to strong emotional empathy. Of course most people probably feel both types of empathy in good story-driven games, but their personal ratio between them decides whether they feel they are well immersed or not.
That’s another quote from the blog:
“For example, it’s easier to induce emotional empathy when a game is in third person perspective. We can actually see the character we are supposed to empathize with, so we are more aware this is not “us” and thus our brain is a bit more inclined to increase the level of emotional empathy.
Another example: the more the protagonist is synced with the player’s own beliefs and desires, the smaller levels of cognitive empathy are needed to get the player immersed in the experience. If the character is mentally alienating to the player, people who cannot reach the highest levels of cognitive empathy would not be able to enjoy role-playing such character. This is why silent, amnesiac (or at least baggage-free), or player-created protagonists work so well in role-playing games.”
So what does that tell us? It tells us that it’s too short sighted to say that 1st person it the best immersive perspective we have. It’s probably even wrong to call virtual reality the best tech for immersion available (in a near future). The problem is that this is both true and false. It just depends on you personal ability to feel empathy. A great 1st person game which let you be the game character might be a great immersive experience for people with a great sense of cognitive empathy while a great 3rd person game which let your take care of your game character might be a great immersive experience for people with a great sense of emotional empathy.
Let’s take Kingdom Come: Deliverance for example. The game is clearly marketed as a first person role-playing game so it caters primarily to people who enjoy role-playing in most of their games and enjoy becoming the lead game character. But we humans are not black or white creatures. It’s not an either-or thing, we always have both, cognitive and emotional empathy (just sociopaths have none). So also people with a great sense of emotional empathy are attracted by this game because they still also have cognitive empathy. They can “live” with the 1st person perspective and the concept to become the character but they often wish features which are more connected with emotional empathy like the possiblity to see their own character sometimes (and his nice armor) and to see his surroundings.
It’s a misconception to think that people who prefer 3rd person games want less immersion in their games. They are just immersed on a different level or follow another route to immersion. It’s hard (and not always reasonable) to cater to everything as a game designer but you should at least respect that humans are complex beings and therefore their cognitive and emotional connections with a game and the experiences they gain while playing can greatly differ. That’s the reason why story-driven games (best example are still the kind of “interactive novels” like The Walking Dead or Beyond: Two Souls) and open world 1st person games (take Skyrim) are often that disputatious with a reputtaion ranging from bad to good among gamers (and critiques). But even then you can’t just say that 1st person caters to person one and 3rd person caters to person two. Even within these “perspective genres” there are certain elements that cater to one type of gamer much more to the other. It’s more a question on all levels of game design. The camera perspective is perhaps the easiest one to notice but it’s not done with that.
In the blog gamers are categorized (of course only as an approximation and not seen as a solid fact) in five different groups you can cater to as a game designer:
“…Tamagotchi: high emotional empathy, prefers to affect the narrative either as omnipotent invisible being acting on the desires and beliefs of the protagonist or as a blank slate protagonist acting on the desires and beliefs of fleshed out NPCs. Autonomy is less important to them as long as their actions will produce results positively affecting the protagonist or NPCs.
…Writer: high cognitive empathy, can role-play anyone but it’s easier for them if the protagonist is close to their beliefs, desires, and knowledge of the world, or if the protagonist is a blank slate/self-created one (will replace the protagonist with themselves); providing them with autonomy and agency is crucial, as they wish to execute on and experiment with the perspective taken.
…Distant Witness: low emotional and cognitive empathy, does not really care about emotional side of the narrative or its cohesiveness, but requires a broadly understood spectacle to maintain interest.
…Actor: anything goes, but requires relative agency and autonomy to not hurt the cognitive empathy and fleshed out protagonists or NPCs to not hurt the emotional empathy.
…Plasticine: most common type, fluid emotional and cognitive empathy that can be manipulated by the designer to the desired levels.”
To understand that there are different types of players and different types of empathy should help both game designers and players to discuss games on a more reasonable way without the usual prejudices like “I feel immersed so everyone else has to feel the same.” or “This game was a great story-driven experience. I don’t know why others don’t like it. They must be mad.” They can also help developers to examine to which kind of people their game exactly appeals and why and how could they possibly market their game best or even appeal new groups of gamers.
Like always your preferences in gaming depend on your own tastes, experiences, wishes and expectations. But on a more psychological level these elements can be summarized as types of empathy, at least for story-driven games (competitive games (sports games, multiplayer games, story-free puzzle games,…) are a different issue with different attitudes of course).
I strongly recommend you reading the original blog since I only delivered a very short summary of its content and I’m also not a native English speaker. The second article is also a good read and explains why the author even began to look into the topic of empathy in game design. In connection, both cast a sophisticated and well thought light on the topic of immersion and player engagement in story-driven video games. There are also additional and even more in-depth articles linked in the blog which should help you to further explore the topic if you’re interested.
As always feel free to discuss and share your thoughts on the topic, but please in a civilized and reasonable manner (this topic contain mostly the point of view of the blog author).