Metroidvanias on Mental Welfare

How do metroidvanias impact the mental health of it's players?

Research Paper

Among the broad genre that exists within videogames, there exists a subgroup of growing popularity, that being metroidvanias. Metroidvanias are side-scrolling adventure based games focused on exploration and world building. The term itself was coined by the games metroid and castlevania. Metroid partly due to its side-scrolling 2d layout and castlevania due to the inherent difficulty that makes metroidvanias so well known. Initially a niche genre, the genre has gained traction with the release of several titles, some including Dead Cells (in the style of a roguelike-metroidvania), Hollow Knight, Megaman, and even some of the earlier Kirby games. Metroidvanias as a whole have kick started a trend for many indie developers (developers that do not work under a massive gaming company) and became a very popular genre to work on for story based games. One other aspect that metroidvanias have that sets them apart from other adventure games is its world driven gameplay. This means that the story is locked or depends on how much of the world you explore and discover. It in a sense, provides the freedom to explore the world at your own pace with no forced desire to follow checkpoints to continue the story. Due to this, while still a niche subject, metroidvanias are some of the fastest growing genres in its respective field. 

One aspect that video games are used in tandem with leisurely activity is stress relief. It is estimated that approximately 10.7% of the global population experiences some variation of mental illness, which is approximately 792 million people. With that being said, many turn to video games as a means of fortitude and sanctity. Video games as a whole have always been a topic of comparative disagreement, due to former stereotypes regarding its usefulness. Undeniably, videogames can create a plethora of both positive and negative effects, none of which are being debated. Rather, a proposition is to consider the positive aspect that games may have on the human psyche. If games like metroidvanias can create immersion and positive feedback, then perhaps this could lead into an opportunity to utilize it medically, specifically emotionally. Hence the idea of whether metroidvanias can assist in mental stability via emotional development for its demographic. 

Given that metroidvanias as a whole are still niche as a topic for discussion, for the sake of comparison, other story based games can be compared since they share the lore based gameplay metroidvanias share. One reason that metroidvanias may be able to assist in emotional feedback is via its utilization of world building components. When referring to research director and editor Karpouzis K. he details his experience with which he says how “Years after I finished playing “Ecco the Dolphin,” that experience stayed with me and left a lasting impact. To this day, I have an insatiable love for the ocean and almost became a marine biologist. I was incredibly moved and inspired by my experience with this low-resolution, 16-bit journey” (Karpouzis pg 6 2016). This details the journey that the writer has experienced in their game. While not necessarily a metroidvania, a notable topic is his mention of the ocean and the environment and wildlife. The constant detailing of the environment is a key feature of metroidvania games as a whole and the reaction the writer had is one that metroidvanias emulate. The positive feedback presented also reinforces the idea of the importance of world layout and environment which contributes greatly to a person’s curiosity. 

Additionally, given the context of the writer’s own experience with story based video games, he sets out to study the correlations between videogames and emotional response as a whole. In this pursuit, he uncovered what he believes to be the basis for the general construction of a good game. What is interesting about that is how the layers that proceed to compose the game directly correlate to environmental factors as it’s main attributing factor, and how that factor can lead to more engagement. “Wakefulness is the basic state of being conscious. This is a biological, not a cognitive function. If we are unconscious, we obviously cannot be playing. Next, we have attention. Attention is the willed or automatic direction of our awareness to certain stimuli in the environment. Whereas attention deals solely with cognitive functions, involvement deals with the nature and quality of the thing we are directing our attention to. Involvement considers the emotional spectrum and thus the whole, embodied experience. Incorporation [3] refers to the experience of inhabiting the game environment, sometimes referred to as “presence” or “immersion” (Karpouzis pg 53 2016). Acknowledging this layout, emotional attachment and positive feedback would realistically fall under involvement, which is directly related to the game environment and experience. Effectively, any engagement in the game starts from the world it exists in. For metroidvanias, this is especially true, given that the story does not progress if one does not explore. Once wakefulness and attention is attained, then comes involvement and immersion, which depending on the story, may have the potential to create long lasting thematic messages that resonate with the player just as a book may for a reader. This in turn may create a possible positive feedback for individuals who suffer life altering illnesses, such as depression or ASD, especially given that some metroidvanias choose to tackle such challenges and build off large themes and moral lessons in relation to its understanding. 

This ties into the experiment that was performed testing the possibility of relaying themes in metroidvanias. Dr. Leandro M. Almedia attempted to experiment on the effectiveness of RPGS (Role Playing Games with a heavy focus on story elements) on treatment for children with ASD (Autism Spectrum Disorder) which is a disorder which inhibits understanding facial expressions. To accomplish this, a game was designed where combat and puzzles were dictated by identifying the correct emotion. The results found that “one can notice that the scores were higher than 60, which means a positive assessment concerning the usability. By calculating the overall average score of all experts, the result obtained was 92.5 (in a 0 to 100 scale). It is above the average as stated by Bangor et al. [41] and indicates a positive assessment regarding the ease of use of the game” (Almedia pg 11 2019). Additionally, it was mentioned that “Regarding the number of successful answers, the children with ASD only scored 22% in both tests” (Almeida 2019). The experiment shows that children with mental illness did not actually learn from the gaming experience, which may be due to the current limitations of technology. However it also must be considered that ASD is a disorder inhibitng the understanding of facial expressions. As such, other illnesses such as depression or PTSD or anxiety may have provided different, possibly more positive results. While that is mere speculation, the fact that children remain attentive to the game and can comprehend and experience feelings of joy and engagement allows them to soon with assistance, comprehend sadness or anger. So, with some change in execution, it is possible to use a metroidvania’s side scrolling world based narrative to invoke possible emotional responses. 

Despite the allure of metroidvanias for many communities, there still exists many who do not see the appeal. This leads into an idea that metroidvanias simply cannot raise emotions out of the player simply because it is not that engaging enough to do so. Flora Merigold, an author who was written several opinions on games, informs that “Whereas the metroidvanias genre often throws players into a directionless abyss, the bosses in this genre often close off all other possibilities to progression or exploration” (Merigold 2022). This presents a contradiction to the genre. How does one get invested and attached in the world if it is gatekeeped from you? How are you supposed to invest yourself in the character if you are likely to never see them again? This alone, despite being subjective, is a valid point to raise. Yichen Wang, qualitative researcher in his study of RPGs, AI interaction, and emotion in females mentions how “The game provided stimuli to participants, and in response, participants generated effective perception. Participants’ effective perception could be influenced by events in real life that might then influence the generation of positive or negative emotions”. This implies that games regarding story pertain to certain levels of investment based on real life circumstances. While enjoyment may remain constant, impact is subject to change. Additionally, Christian Nutt, editor to the site Game Developer (a gaming-news site) mentions how “Nothing is more exciting than possibility,” says Matt White, developer of Ghost Song. “True discovery is only possible if you can find things that you may not have, and have experiences within a game that you may not have” (Nutt 2015). This term emphasized is a noteworthy one, as in order to enjoy a genre like a metroidvania, instead of being frustrated at progression, rather be intrigued at why it’s locked, what mystery is that door sealing? But ultimately, the ultimatum of metroidvanias and all games is that it simply is not for everyone. While it seems that metroidvanias can provide emotional stimulation due to its storytelling elements based on worldbuilding, it is simply subjective in nature. RPGs accomplish the same thing while also pointing to an objective. Shooter games have more player to player cooperation and communication. Games as a whole are subjective in nature and can evoke different emotions based on different peoples’ different experiences. This creates an interesting dynamic however, as given the subjectivity of videogames as a whole, some may find it more impactful while others may feel little to no emotional stimuli. Thus, the medical application of metroidvanias will invariably vary greatly. However, the fact that many (including myself) had managed to overcome tumultuous trials in the past is testament to it’s possible potential for others. 

In conclusion, metroidvanias as a genre excel in the design of creating an expansive world, one that the story builds around. Due to that ability to build this story based on environmental factors, it has potential to develop emotional attachment and stimuli. While subjectivity is inevitable and many may not feel as attached as others, the opportunity presented to create a relatable story that connects at an emotional and psychological level provides a notion that is worth entertaining. In metroidvanias, and respectively, in all games, the world is your home, the characters are your friends, and your adventure is a discovery of yourself. I believe that it is possible to feel emotionally connected and mentally well in playing a metroidvania if you can immerse yourself in the world, and love the characters like people. Follow their story, defeat their demon that harasses them in the kingdom’s darkest hour, and perhaps they have the potential to help you overcome yours at your darkest hour. 

 

References

Nutt Christian. (2015, February 13). The undying allure of the Metroidvania. Game Developer. Retrieved October 18, 2022, from https://www.gamedeveloper.com/design/the-undying-allure-of-the-metroidvania

Almeida, Silva, D. P. da, Theodório, D. P., Silva, W. W., Rodrigues, S. C. M., Scardovelli, T. A., Silva, A. P. da, & Bissaco, M. A. S. (2019). ALTRIRAS: A Computer Game for Training Children with Autism Spectrum Disorder in the Recognition of Basic Emotions. International Journal of Computer Games Technology, 2019, 1–16. https://doi.org/10.1155/2019/4384896

Wang, & Hao, X. (2022). Virtual nexus: Female players’ emotional attachment in a role-playing video game. Convergence (London, England), 28(2), 488–505. https://doi.org/10.1177/13548565221089212

Karpouzis, & Yannakakis, G. N. (2016). Emotion in Games: Theory and Praxis (Vol. 4). Springer International Publishing AG. https://doi.org/10.1007/978-3-319-41316-7

Merigold, F. (2021, November 14). Why I don’t like Metroidvanias. Epilogue Gaming. Retrieved October 18, 2022, from https://epiloguegaming.com/why-i-dont-like-metroidvanias/