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Quit Playing Games with My Heart: Getting Over Aerith

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Wednesday, August 05, 2009

Editor's note: Is gaming still dealing with the death of Aerith, and do we need a new "Aerith dies" moment? Nicholas grapples with those questions. -Jason


As a medium, video games offer a unique, participatory angle to the emotional experience of a narrative. Unfortunately, it seems that this potential was realized, and subsequently abandoned, in 1997 with the quintessential Japanese role-playing game, Final Fantasy 7.

I (briefly) considered including a spoiler warning at this point, but I'll assume that since you're capable of operating an Internet browser, you're probably aware of the following:

Aerith dies.

And no one has shut up about it since.

 

Anyone who experienced the now legendary cut-scene will undoubtedly regale you with their personal sentiments at the mere mention of her name. Legions of preteens were permanently scarred by the ordeal. The entirety of civilization, or at least the portion who owned a PlayStation, was shaken to its core, and to this day they bear a blackened, callous mark on their hearts that once belonged to the polygonal flower girl.

Aerith is, in many ways, the gaming equivalent of Bambi's mother. She possesses the distinction of claiming the emotional virginity of a generation, and perhaps this is why it has proven to be nearly impossible for other video games to recapture the magic of Final Fantasy 7. The immediate shock value of her death resonated on both narrative and practical levels (after all, your party now had to make do without her!), but it has since numbed the audience.

I would go so far as to say that, should an RPG today feature the unexpected death of a prominent playable character, the mechanic would be labeled as "contrived" or "melodramatic" by the gaming community, an admittedly harsh crowd. Even if a similar sequence was executed with the utmost care and attention, the death of Aerith will always be remembered as "the first."

I'm not attempting to rob this iconic demise of its significance to video game culture. Rather, I'd like to use her lifeless body as a platform for discussion. Is it possible for game designers go about "resurrecting" (har har) the sort of emotional attachment reserved for Aerith? Can any other game (or character) hope to ascend to this point of sentimental immortality?

It's a difficult task, to be sure. Plenty of tear-jerking moments are out there. Navis' departure from Link at the end of Ocarina of Time. Shinji's pseudo-redemption in Persona 3. The princess's absence from the castle in pretty much every Mario game (why doesn't he just start with the most imposing looking citadel in the first place? Would it really make sense to hide Peach in one of those dinky little forts?). What is it that prevents these expertly crafted scenes from becoming a cultural icon?

Final Fantasy 7's status as an emotional classic was largely a result of circumstance. It was the first original entry in the series on the next generation of consoles, so the presentation values were unlike anything that had come before. This heightened the sense of immersion and facilitated a deeper connection to the cast and plot. Of even greater value to Final Fantasy 7's bid for immortality was its audience. It easily sold enough copies to ensure that the experience was shared by the bulk of the gaming community, but more importantly it served as an introduction to the RPG genre for many gamers.

How can any game designer today hope to re-create the sensation of becoming attached to the narrative of a video game for the very first time in a market saturated with stylistically identical epics? Final Fantasy 7, for many people, will always exist as a memory tinted by rose-colored glasses, which makes objective retrospective analysis an impossible task.

It seems to me that replication, in this case, is a fool's errand. Games like Ico and Shadow of the Colossus have enjoyed critical acclaim for achieving similar plateaus in emotional investment, using a subtler approached than a katana through the back. The entirety of the player experience for the aforementioned helps to convey the same sense of loss invoked in 1997. Yet, even these exceptional examples lack that special "moment," that isolatable section of narrative that's capable of overwhelming the audience.

While my analysis does make the situation for game designers seem exceedingly bleak, my true goal is to highlight the window of opportunity that's available as you read this. It has been nearly 13 years since the launch of Final Fantasy 7. That means legions of younger gamers exist who very likely are aware of Aerith only through word of mouth.

Also consider that since 1997, the consumer base for video games has dramatically increased in size and diversity. Final Fantasy 7 may have had the privilege of being the "first" mainstream JRPG for consoles, but today there are hundreds of thousands of potential customers who have yet to be introduced to the genre.

With this newfound glut of players to target comes the significant increase in exposure given to video games in other forms of media (Jimmy Kimmel, for example). An "Aerith moment" in a high-profile game today would reach an even larger audience, with the potential to spread through multiple channels. The result would be a symbolic moment in popular culture, not only for the gaming community.

Does the death of Aerith really "need" to be overcome? Is it an obstacle to further developments in storytelling for the medium? It's unlikely. Final Fantasy 7 is a source of inspiration for many, a testament to the power of video games and their ability to appeal to the humanity of an individual.

Can you say the same for any other games you've played? What qualities did they possess that enabled an emotional connection to the narrative? Post them below!

 
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Comments (33)
Alexemmy
August 06, 2009
I think you may be giving a little too much significance to FF7. It may have reached a wider audience yes, but I don't think it had any more effect then some of your examples. Maybe I was just too much of a snotty nosed preteen when I played FF7, but I wasn't as moved as I was with Ico, Shadow of the Colossus, or Okami. At the end of Okami, with Issun... oh man. And that wasn't even, as you put it, a katana in the back. Although I can see your point about the cultural significance of that. Still, I'd argue the Argo moment in SotC was just as much a touchstone moment in gaming as Aerith. Its referenced almost as much.
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August 06, 2009
Honestly, Aerith's death didn't affect me all that much. Sure, it had an emotional impact on me, but it didn't affect me anymore than games like Chrono Trigger and Lunar. Those whose first RPG was FFVII failed to realize that death scenes had actually become quite common in RPGs by that point. FFIV, V, and VI all had death scenes, and I believe certain games in the Phantasy Star series did as well. I'd say that the death in Chrono Trigger had a much greater impact as me, as did certain events that occurred in Lunar. I'm not saying that FFVII didn't affect me at all--I mean I really did share Cloud's sentiment after Sephiroth pierced her with a sword, but I guess I wasn't as impacted by that moment as other aspects of the game. As post-FFVII titles that had a emotional impact on me, there are several, but the games that first come to mind are: Xenogears, Final Fantasy Tactics, Mother 3, Metal Gear Solid, Okami, Tales of Symphonia & Abyss, and Lost Odyssey. Anyway, great write-up, and I think your analysis of this issue is spot on.
Lance_darnell
August 06, 2009
I am currently on the second disc of FFVII. I am playing it for the first time on the PSP. Aerith, or Aeris?, is already dead, and to be honest, I was not that affected by it. The game lets you make choices between Aerith and Tifa early in the game, and well, I like brunettes so I always chose Tifa. So when Aerith died, the only thing I could think was "I hope she didn't have any good items on her." Now if TIFA died, well, that would be sad! However, if it was 1997 I may feel different. I completely agree with Alex and Brian about Okami, and would like to add in Shadow of the Colossus. When the horse fell that touched me. And KOTOR, when the big twist happened I was like "HOLY SHIT"!!! I still remember that moment. And definitely God of War, the PSP version has you in Hades, reunited with your daughter, and you have to push her away so you can go and save the world. The game required you to repeatedly press the circle button to do so, and as the Father of a beautiful daughter, that bit got me....
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August 06, 2009
You state "As a medium, video games offer a unique, participatory angle to the emotional experience of a narrative.", but then go on to talk about a game where the sum of the "unique, participatory angle" is choosing battle commands. I would like to see you expand on this idea and explain why you feel Aerith's death was important and why her death was a uniquely video game experience. What unique, interactive experience drew you into the game so that you felt an emotional impact during the cut-scene? What made it different than a character dying in a movie? When I experienced Aerith's death, I found it to be juvenile and inconsequential. To me, I had spent the entirety of the game guiding a silent protagonist from point A to point B only to watch a cut-scene. I, the gamer, had no interaction with Aerith and or anybody in the game. I was just there to watch the story unfold - like a movie. I think there have been lots of emotional moments in games, all the way back to the early 80's. But most of them come from an emotional connection to your interaction with the game. The gunship part in Call of Duty 4 was disturbing because the player was killing these people while your pilots chattered on coldly. Your control and interaction with the game is what built the immersion and created the emotional impact of your actions. I would also second Lance above me about KOTOR. You cared, because of your choices that you had made in the game. They gave it emotional heft. And that is something that is unique to video games.
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August 06, 2009
James: while I wouldn't compare the level of participation in the unfolding of FFVII's story to something like KOTOR, I still believe that player interaction does extend beyond simple battle commands (though there is alot of menu navigation to be sure). While the game, like many others, could have been condensed into a film while maintaining the majority of the narratives integrity, I do feel that emotional attachment to the game develops through simple player interaction, whether or not it has any direct baring on the plot itself. Whether it's wandering around the field map, close calls in battle, or just tinkering with party organization and materia, I feel that inconsequential events and directed narrative points together build an appreciation for the characters and story that extends beyond a series of cutscenes. I personally don't have any particular attachment to the game or the scene, but the fact that the vast majority of people who read this article will be familiar with the scene makes it an excellent talking point. It's very difficult to reflect on the more personal, unscripted portions of the video game experience, because sometimes it simply needs to be "experienced". Talking about specific, universal sections of the story at the very least ensure that the debate is focused on a reference point. That was a little lengthy, to summarize: While FFVII has it's share of cutscenes, each players individual experience with the mundane aspects of the game at the very least gives the illusion of participation, and a deeper connection can stem from this. You, I, and most of the other commentors don't necessarily feel strongly about Aerith, but the fact that we can all talk about it is at the very least proof of it's extensive influence in the community.
Aaah
August 06, 2009
I feel as though it's become a pseudo-meme to make claim that you cried at the death of Aeris. I for one was too young to understand what was happening and so I just carried on with the game. I rarely take it seriously when others declare that they let loose a bevvy of tears and sobs after she got the shank to the back of the neck. Regardless, you raise some excellent points Nick. I believe that, above all, the notion of "immersion" is important in creating emotional investment. The player must instill a degree of trust and familiarity in the game world and characters who populate it. Once the player is invested, the game is able to twist and tease his or her emotions. Non-playable characters become best friends, antagonists become bitter rivals and romantic interests suddenly turn into life-partners. Narrative elements like betrayal, loyalty and death can all become veritable tools of emotional manipulation. It seems that few games have made it their objective to pull at our heart strings. These days, more and more games try and appeal to our eyes, rather than our sentiment. Excellent article Nick. You have just earned the YUSUF SEAL OF APPROVAL.
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August 06, 2009
I think that that a moment that has as much impact as "The Death of Aerith" is much harder now because of market saturation (which is also the cause of why hardly anything in any media will have as much of an impact as what came before), and the fact that most people consider newer entries "pseudo", and inferior to older entries.
Alexemmy
August 06, 2009
@Lance: Aerith is a brunette. Tifa has black hair. I think that was just your lame excuse to avoid saying your a big boob guy and thats why you like Tifa more. Ziiiiing!
Lance_darnell
August 06, 2009
@Alex - ;) My Fiancee noticed that in the after battle cut scenes Tifa stretches and gives a nice view of her, um, agility. I have never enjoyed random battles more! And Aerith is more of a redhead to auburn as opposed to a brunette.
Alexemmy
August 06, 2009
I hate myself for continuing this. http://continuousfire.files.wordpress.com/2008/12/aerith1.jpg I can see auburn on the game, I'm playing it now too. But I think thats just the ps1. I'm pretty sure she's supposed to be brown. Now if you'll excuse me, I'm going to go kill myself. Clearly I don't deserve to live after debating such a ridiculous topic.
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August 06, 2009
Aerith's death is my all-time favorite video game scene. I still have it saved on my memory card. My second favorite is Celes' suicide (FFVI). Xenogears had a lot of very sad scenes, most of which were actually on the infamous second disc. I enjoyed Disc 2 for all its scenes, particularly where Fei is frozen in carbonite. A favorite early scene is his banishment from Lahan... And the "Soylent system" was genuinely creepy... even if I knew what was coming from the reference to the Charlton Heston movie.
Lance_darnell
August 06, 2009
@Alex - I could not agree more, but in a world where our banter cannot affect real issues, what better to debate than the HAIR COLOR OF AERITH!!! ;D You win this one Alex, but when I have rested we will debate whether it is Aerith or Aeris!!! :o
Default_picture
August 06, 2009
Well, this is a GREAT example of ho NOT to spoil a game for somebody. I have dodge FAQs and readups on FFVII and finally got a chance to play it on PSN and I believe I'm halfway through and you ruined this for me. Thanks a bunch pal.
Lance_darnell
August 06, 2009
@Danh - :D and if you are not joking :o
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August 06, 2009
FFVII is ridiculously overrated, as is Aeris' (not AERITH Japanese gamer nerd wannabees) death. I mean, from what I remember, Aeris wasn't a huge deal in that game. I mean, not to the point that you'd be sad over her death. I don't get it. FFIII/VI was MUCH more moving in terms of character development and THAT is what I remember as being the pinnacle of RPGs. FFVII? Phooey. The only reason so many people speak highly of it was because that was their first RPG. It's actually a pretty bland game (although the music is very well done).
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August 06, 2009
If you want a good example of an emotional death scene in a more modern day blockbuster game just take a look at the death of doms wife maria in gears of war 2. they tried hard to get a response out of the player with that one, but it just fell flat because of the games super roid-head story line and gameplay.
Alexemmy
August 07, 2009
@Scott - I agree. I was probably like 10 or something when I played 6, but I remember having a sinking feeling after the big event in that game. I mean, one of your party members dying wasn't that special, but THE WHOLE WORLD DYING! Now that's a gut wrencher. @Christopher - I was going to make a joke about that scene being more emotional to me but I decided not to, mostly because I haven't actually played it. Only heard about it.
4540_79476034228_610804228_1674526_2221611_n
August 07, 2009
I just want people to shut up about FF7 period. It's not even the best FF by a long shot. 8 was so much better in my opinion.
Chas_profile
August 07, 2009
I didn't feel anything for Aerith when I was younger, and I definitely don't feel anything now. There's really no reason to. The game's plot never gave us any reason to care much about her. Tifa's the real female lead. The game also never gives us much reason to use her in battle. The only real reason you should feel anything is if you were set on making her a staple of your three-man party.
Jason_wilson
August 07, 2009
@Scott FFVII is ridiculously overrated, as is Aeris' (not AERITH Japanese gamer nerd wannabees) death. Sorry, Scott, but Square's officially gone with Aerith. http://na.square-enix.com/ff7psn/
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August 07, 2009
@Jason-THANK YOU! We are in north America, Aeris is her name. When people over here say "Aerith", it just sounds like they have a lisp.
Lance_darnell
August 07, 2009
@David @Jason - The game names her Aeris by default... you guys are right, no argument
Default_picture
August 07, 2009
I meant to say "@Scott", we need an edit button....
Default_picture
August 07, 2009
Did anyone actually care? I was like, meh this game is getting dumb. That games story is fucking incomprehensible.
Jason_wilson
August 07, 2009
What amazes me about FF7 isn't the story, the game, or the way it made me feel -- it's that so many people have such strong opinions about it so long after it came out. Just read these comments: Like it or not, it's clear that FF7 still has a hold on gamers.
Aaah
August 07, 2009
Nick. One love. Keep hope in Toronto alive. ;)
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August 07, 2009
Thanks to everyone for reading and commenting. I suppose I should've toned down the flowery-ness of my writing so as not to detract from the main point I wanted to make (which Jason Wilson pretty much summarized above). And to think I toned down my original draft to keep from offending fans of the game! Note: I used "Aerith" in the article simply because I only played FFVII once, and it was in Japanese (translated to me while we played by a Japanese friend). He called her Aerith, so I habitually refer to her as Aerith.
Jason_wilson
August 07, 2009
@Nicholas Keep writing, Nicholas -- this obviously struck a cord with the readers.
Alexemmy
August 08, 2009
Seeing these comments makes me wonder if the articles I'm writing, "FF7 is a steaming pile of crap that has poisoned the earth", and "FF7 is like totally the best game on earth, better then Halo, Gears of War, Dragon Quest, Half Life, All the Zeldas, and everything else", will also strike similar cords.
Default_picture
August 08, 2009
I insist on saying Aeris because Square has a tendency of rewriting games upon re-release and attempting to "fix" them. It's annoying. Like GOLD. It's not Gold...it's GIL. GIL!?! WTF is that? I'm just saying that FFVII isn't a particularly good game. Perhaps it's "good" if you think about how it introduced RPGs to many people (by using 3D & fancy cutscenes)...but as an RPG, it's average at best.
Default_picture
August 08, 2009
FFVII was my first RPG. Think of how many other "classics" I would have missed out on had Square not introduced me to the genre. I spent hours on that game! I still don't really get the whole story,(does it even make sense?) but I have never felt more hatred for a bad guy than I did for Sephiroth. When Aries[b][/b][u][/u] was killed I wanted to rip his head off. I can't think of many other games that made me care so much. At the end, when you fight him for the last time (the third last time), and you just kick his ass!!! Man that was satisfying! I still have fond memories of this game.
Alexemmy
August 08, 2009
@Emerson: That's my daughters name! Also, play Suikoden 2. You'll hate Luca Blight so much more. And its sooooo satisfying when you finally nail him.
Ok, there seems to be so many space marines here, so count me on the "can't get over Aerith" crowd. I think that the emotional response we had with FFVII comes from the fact that we opened up to the narrative, my other gold memories from that game comes from the date with said flower girl and, on a very personal level, from the story of Red XXIII's father. Maybe people these days people aren't more willing to let something like a game touch their souls

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