{"id":95,"date":"2008-11-20T14:45:43","date_gmt":"2008-11-20T19:45:43","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/games\/?p=95"},"modified":"2013-09-26T14:41:14","modified_gmt":"2013-09-26T19:41:14","slug":"empathy-for-pixels","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/games\/2008\/11\/20\/empathy-for-pixels\/","title":{"rendered":"Empathy for pixels"},"content":{"rendered":"<p>Intriguing quote in recent <a href=\"http:\/\/www.escapistmagazine.com\/articles\/view\/editorials\/reviews\/5496-Guest-Review-Multiwinia\">Escapist review of Multiwinia<\/a>:<\/p>\n<blockquote><p>In some crucial ways, Multiwinia&#8217;s sound design establishes a stronger emotional connection with the on-screen carnage than some gory AAA first-person shooters. Perhaps simplicity breeds empathy, but in any case I felt more guilty sending mobs of rudimentary sprites into the teeth of rapid-fire gun turrets than I ever have realistically gibbing an opponent&#8217;s face with a flak cannon.<\/p><\/blockquote>\n<p>Are we supposed to feel empathy for casualties in FPS&#8217;s? And is sound design effective in Multiwinia because of novelty or because of something more primal than visuals?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Intriguing quote in recent Escapist review of Multiwinia: In some crucial ways, Multiwinia&#8217;s sound design establishes a stronger emotional connection with the on-screen carnage than some gory AAA first-person shooters. Perhaps simplicity breeds empathy, but in any case I felt &hellip; <a href=\"https:\/\/archive.blogs.harvard.edu\/games\/2008\/11\/20\/empathy-for-pixels\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":271,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113393,2958],"tags":[3002,13248,3726],"class_list":["post-95","post","type-post","status-publish","format-standard","hentry","category-archival","category-theory","tag-empathy","tag-review","tag-sound-design"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/95","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/users\/271"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/comments?post=95"}],"version-history":[{"count":2,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/95\/revisions"}],"predecessor-version":[{"id":392,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/95\/revisions\/392"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/media?parent=95"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/categories?post=95"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/tags?post=95"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}