Tension: Threats & Timers
Saturday, January 3, 2009 at 11:06PM
Richard Terrell (KirbyKid) in Geometry Wars, Metroid, Misc Design & Theory, Pikmin, Super Mario Bros., Tetris, Wario Ware, Zelda

I'm not interested in discussing feelings or emotions. As far as I'm concerned and for the purposes of this blog/article, the uncomfortable, unsettling feelings that are evoked from a video game are not worth talking about. It's not that I devalue emotions in any way. Rather, the way we feel and how we come to these reactions is a more complicated and very personal matter. The video game industry is having a hard enough time discussing the quality of a game's design without hiding behind a language wall filled with personal emotional accounts, jargon about game stories, or analogies to movies. As is my custom here at Critical-Gaming, I intend to equip you with language necessary to objectively analyze tension within a video game.

Contrary to what many think, tension stems from the known not the unknown. A dark alleyway at night isn't scary because you don't know what's lurking in the shadows. The alleyway is scary because of the type of person or animal that you know might be lurking there and the kind of harm they can inflict on you. In extreme states of uncertainty where one doesn't know where they are or what's going on, one acts stupefied, not stressed out. In such a situation people often look from side to side trying to gather information perhaps blinking frequently or asking questions. There is much more that we don't know than we know. If tension or stress came from what is unknown, we'd all be stressed to our deaths by now.

Though I think the phrase "ignorance is bliss" is a preposterous view, one can't react to what one isn't aware of in any capacity. It is when we know things that we begin to feel tension. When we know we're in danger or we become aware that we are being threatened by a loss of some kind tension is created. Even in the virtual worlds of video games loss is still just as powerful because of how function is always real.

The game rules only apply to half of Mario's experience.

In Jesper Juul's book Half-Real, he talks about how video games exist in a half-real, quasi state. Though the characters in the game aren't real, the forms they exhibit and the rules/functions that govern the game are real. These elements are made real because the player is real. Our time, effort, patience, and even money are all part of the real world that we live in. This is why gamers react so strongly and emotionally to a virtual situation. For example, if a game were to glitch erasing hours of progress, we would feel cheated. If a thief steals some of your virtual money that you've been slowly saving for weeks, you would feel wronged and even get angry. We may not all react in the same ways or to the same degrees, but the important part is that we do react.

Video games employ many different types of tension through loss. Examples include the loss of...

 

One of the most widely used elements of tension is the timer. Whether by a ticking clock or by organic means, timers have a way of putting pressure on the player. When on the clock, players don't have time to lollygag or meander around. Decisions must be made in a timely manner, or the player will face the consequences. And all timers, except perhaps those involved in time trials, threaten the player with some type of loss (see above). In this way, tension timers are a type of contrary motion. Let's look at a few examples of tension timers and the type of loss they threaten.

 

Another variation of the tension timer is a tempo increase. By slowly increasing the tempo of a game, the player has less and less time to make decisions. Once players fall behind, the end is usually near. Slowly increasing the tempo is an effective way to ease players into a serious challenge. Here are a few good examples.

In the next week, I'll examine how tension develops into various types of game climaxes.

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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