How games create emotional connections

Getting emotional
It's quite a feat to get people to feel emotionally attached to a crate but Valve managed it in Portal

Whatever the genre, making an emotional connection is what most games strive for.

That doesn't necessarily mean that it wants to you fall in love with the hero, hate the villain or sympathise with Pac-Man's quest to eat the cherries – more simply that without some connection, a game is doomed to be a purely mechanical toy.

Getting emotional: gta iv

GTA: GTA IV tried forcing you to like its characters. It just built resentment, not closeness

Nobody said emotional connections have to be nice. One of the earliest games to understand the benefit of the protector role was the Infocom text adventure Planetfall way back in prehistoric 1983. Here you start out as a lowly starship mop-jockey, much like Roger Wilco of Space Quest fame, who survives the destruction of his spaceship only to crash-land on a planet in decaying orbit.

While there, you encounter a child-like and instantly lovable robot called Floyd who becomes your sidekick, and together you work to repair the planet's systems and find a way to escape. So far, so normal. And then you get to the puzzle where you have to send Floyd to his death.

This proved a turning point for many players, who refused to sacrifice him for their own gain. In practice, Floyd gets repaired at the end of the game and returns in the sequel, Stationfall, but nobody knew that at the time. This is probably the first time that a game managed to instil a reluctance to push on, and still one of the most famous examples, even for people who missed out on the whole genre.

I, hero

Many other games have made protection and rescue the core of their emotional journey, from blandly rescuing the main character's kidnapped girlfriend in damn near every 90s game ever, or failing at the task, as with Aeris' death in Final Fantasy VII.

In the Wing Commander games, losing one of your wingmen meant sitting through their funeral. In Mass Effect 2, the death of a likable character like Mordin or Tali in the suicide mission at the end of the game is all the worse for the fact that you could have prevented it, if only you'd been a little more careful.

The big moment might be a cut-scene, it might be interactive, it might be optional or part of the story, but it can work.

Ironically, the one place where this never seems to work is in that most hated of gameplay mechanics: the escort quest. These hateful, horrible missions always suffer from the same problem: they're a pain in the neck.

Any emotional connection you might have to the character is inevitably drowned out by annoyance at their slow pace, their insistence on trying to take on every enemy in the area no matter how slow, the enemies' tendency to rush them at every step, and above all else, your success being entirely based on their usually horrible AI. If none of that happens, it's usually because the AI character is either invincible or ridiculously overpowered, detracting from your own heroism.

Only Ico over on the PlayStation really stands out as an exception to the rule, with Half-Life 2 sitting exactly half-way. Alyx Vance can take care of herself. The other humans? Walking targets.