Proceedings of DiGRA 2015: Diversity of play: Games – Cultures - Identities.
© 2015 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of
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The Tragedy of Betrayal: How the
design of Ico and Shadow of the
Colossus elicits emotion
Tom Cole
Goldsmiths, University of London
London, UK
t.cole@gold.ac.uk
ABSTRACT
Ico and Shadow of the Colossus are two games of high critical acclaim that are well
known for their emotional affect – particularly because some of those emotions are
unusual amongst digital games. Analysis of emotion in video games often focuses on
narrative and representative elements, and emotions regularly experienced by gamers
such as frustration, victory, joy of discovery etc. This paper uses close textual analysis
with support from cognitive theories of emotion to analyse the ludic and mechanical, in
addition to representative and narrative, qualities of these games. By doing so it is shown
how guilt, grief and loneliness have more chance of being elicited from the player, with
emphasis on the use of ambiguity and violation of player expectations. It is hoped that
this approach will encourage further work of this type in an area so that both theoretical
work and future development might benefit.
Keywords
Emotion, Ico, Shadow of the Colossus, alterbiography, ambiguity, guilt, videogames,
cognitive theory
INTRODUCTION
Ico and Shadow of the Colossus (2006) (hereafter referred to as SOTC) are two games for
the PlayStation 2 developed by Team ICO and published by Sony. Ico tells the story of a
small boy who is imprisoned in a castle to die but then makes to escape with the help of a
mysterious girl called Yorda. SOTC charts the progress of Wander as he makes a pact
with a mysterious being known as Dormin and seeks out 16 giant creatures, known as
colossi, spread across a secluded wasteland in exchange for the resurrection of his dead
lover Mono.
Both games have received extensive critical acclaim and are often presented as examples
of 'games as art'. Whereas many best-selling videogames (e.g. the Call of Duty,
Assassin’s Creed, Grand Theft Auto franchises) utilise power fantasies and elicit
emotions and pleasures arising from the challenge-frustration-victory/‘fiero’ gameplay
cycle (Lazzaro, 2004), Ico and SOTC are known for their ability to bring about catharsis
in the player and elicit emotions unusual amongst digital games such as grief, guilt and
loneliness.
Videogames players are often promised a sophisticated and wide-ranging emotional
experience from their games, and yet many fall short of this aim. It is important that we
explore how critically acclaimed games such as Ico and SOTC are able to achieve these