Psychological Themes and Narrative Dynamics in "Slay the Princess"

Image Source: Abby Howard, Slay the Princess, 2023

Slay the Princess is a wonderful narrative-driven video game that combines elements of psychological horror and interactive storytelling. Developed by Black Tabby Games, the game places players in a morally complex situation, tasking them with deciding the fate of a mysterious princess. The game uniquely engages players by assigning identities to emotions and employing a complex narrator, creating a deeply immersive experience. This article delves into the psychological underpinnings of these elements, examining the role of emotions as distinct entities and the influence of the narrator on player experience. Do not worry this article is spoiler free, focusing mainly on the psychological elements at play.

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Emotions as Distinct Identities

In Slay the Princess, emotions are not merely responses but take on their own identities, influencing the player's decisions and perceptions. This concept aligns with psychological theories that propose emotions can act as separate entities within the human psyche.

Emotional Differentiation and Identity

Emotional differentiation refers to the ability to identify and label distinct emotions. Research has shown that individuals with high emotional differentiation are better at regulating their emotions and responding adaptively to various situations (Barrett et al., 2001). In the context of Slay the Princess, emotional traits are given distinct identities, allowing players to engage with them as separate entities. This enhances emotional awareness and can lead to a deeper understanding of one's emotional landscape.

Emotions as Internal Characters

The idea of emotions as internal characters is explored in psychological models like Internal Family Systems (IFS) therapy, which posits that the mind consists of various subpersonalities or "parts," each with its own emotions, desires, and viewpoints (Schwartz, 1995). In Slay the Princess, these emotional identities can be seen as parts that influence the player's decisions and moral judgments. This aligns with IFS theory, which suggests that acknowledging and integrating these parts leads to greater self-awareness and psychological well-being, Though currently Internal Family Systems (IFS) therapy lacks rigours empirical backing.

Moral Dilemmas and Ethical Decision-Making

Another prominent psychological theme in Slay the Princess is the moral dilemma faced by the player. The game presents a situation where the player must decide whether to kill or spare the princess, each choice carrying significant consequences. This scenario mirrors real-life moral dilemmas studied in psychology, where individuals must make decisions that conflict with their moral values or societal norms.

The Princess and the Trolley Problem: Moral Psychology

The game's central decision-making scenario is reminiscent of the classic trolley problem, a well-known ethical thought experiment in moral psychology. The trolley problem involves choosing between actively causing harm to save more lives or passively allowing harm to occur. Research has shown that such dilemmas engage different areas of the brain, including the prefrontal cortex, which is associated with complex decision-making and moral reasoning (Greene et al., 2001). Slay the Princess similarly engages players in deep moral reasoning, forcing them to weigh the consequences of their actions against their ethical beliefs. By doing this when venturing down certain paths, Slay the Princess raises the ethical stakes to a cosmic level of utilitarianism verses an emotion drenched deontological existential nightmare.

Moral Disengagement

Another relevant psychological concept is moral disengagement, a process by which individuals justify unethical behaviour to reduce cognitive dissonance (Bandura, 1999). Players may experience moral disengagement when they rationalize their choice to kill the princess by believing that it is necessary to prevent a greater evil. This reflects how individuals in real life may justify harmful actions when they believe they serve a higher purpose.

The Role of the Narrator

The narrator in Slay the Princess plays a crucial role in shaping the player's experience, guiding their perceptions, and influencing their emotional responses. The narrator's presence and tone can significantly impact how players interpret the story and make decisions.

Narrator Influence and Cognitive Framing

Narrative framing is a psychological concept where the way information is presented influences how it is perceived and interpreted (Tversky & Kahneman, 1981). The narrator in Slay the Princess uses framing to shape the player's understanding of the princess and the moral implications of their choices. By presenting certain information and withholding other details, the narrator can lead players towards specific emotional responses and decisions, but also raise doubts in the players mind.

Unreliable Narration and Trust

The ‘unreliable narrator’ is a literary device that can create ambiguity and uncertainty, leading players to question the reliability of the information provided. This aligns with research on trust and skepticism in communication, which shows that people are more likely to question and critically evaluate information from sources they perceive as unreliable (Gambetta, 2000). In the game, the narrator's reliability is often in question, adding to the psychological tension and encouraging players to rely on their judgment rather than blindly following the narrator's guidance.

Emotional Contagion and Narrator Tone

The tone of the narrator and the players inner emotional entities can also influence players through a process known as emotional contagion, where individuals unconsciously mimic the emotions of those around them (Hatfield, Cacioppo, & Rapson, 1993). If the narrator's or emotional entities tone conveys fear or urgency, players are likely to experience similar emotions, which can heighten the sense of immersion and impact their decision-making process. The emotional tone set by the narrator can amplify the emotional identities within the player, making the gaming experience more intense and psychologically engaging.

The Psychology of Perception and Reality

Slay the Princess explores the psychology of perception and reality, challenging players' understanding of what is real and what is illusion.

Ambiguity and Uncertainty

The game's narrative is shrouded in ambiguity, leaving players uncertain about the true nature of the princess and the consequences of their actions. This uncertainty taps into the psychological concept of ambiguity tolerance, which refers to an individual's ability to cope with unclear or incomplete information (Furnham & Ribchester, 1995). High ambiguity tolerance is associated with a greater willingness to engage with complex and uncertain situations, whereas low ambiguity tolerance can lead to anxiety and avoidance behaviours.

Cognitive Biases

Cognitive biases also play a significant role in how players perceive the game's events. For example, confirmation bias may lead players to favour information that supports their initial beliefs about the princess while ignoring evidence that contradicts their views (Nickerson, 1998). The game exploits these biases, creating a rich narrative experience that prompts players to question their perceptions and beliefs continually.

Identity and Self-Reflection

The game's structure encourages players to reflect on their own identity and values. By placing players in morally ambiguous situations, Slay the Princess acts as a mirror, reflecting players' inner psychological landscapes. This gives players the opportunity to poke at uncomfortable feelings, thus leading to the potential for self discovers in the real world.

Role-Playing and Self-Concept

Role-playing in video games allows players to explore different aspects of their personality and moral compass. Research has shown that video games can be a medium for self-reflection and identity exploration, providing a safe space for players to experiment with different moral and ethical decisions (Banks & Bowman, 2016). Slay the Princess leverages this aspect of gaming, encouraging players to explore their moral boundaries and confront their ethical beliefs.

Empathy and Perspective-Taking

Empathy is another crucial psychological theme in the game. Players must consider the princess's perspective and potential suffering, which can evoke empathetic responses. Empathy involves understanding and sharing the feelings of others, and it is a key component of moral decision-making (Decety & Cowell, 2014). By fostering empathy, the game encourages players to consider the moral implications of their actions more deeply and helps the player see the Princess, not as an objective but as a complex person.

Integration of Emotions and Narration

The interplay between emotions as distinct identities and the role of the narrator creates a complex psychological landscape in Slay the Princess. This integration enhances the depth of the gaming experience, making it a rich medium for exploring psychological concepts.

Moral and Ethical Reflection

The combination of emotional identities and narrative influence encourages players to engage in moral and ethical reflection. Research has shown that video games can be effective tools for exploring moral dilemmas and ethical decision-making (Grizzard et al., 2014). Players must navigate their emotional responses and the narrator's guidance to make morally charged decisions, leading to a deeper engagement with the game's themes and their own values.

Emotional Regulation and Coping

Engaging with distinct emotional identities and an influential narrator can also serve as a form of emotional regulation and coping. By confronting and managing the emotions evoked by the game, players may develop better emotional regulation skills, which are crucial for mental health and well-being (Gross, 2002). The game provides a safe environment for players to explore and process complex emotions, potentially leading to improved emotional intelligence.

Simply Put

By examining these psychological dimensions, Slay the Princess emerges as not just a game but a profound psychological journey, offering players an opportunity to explore the complexities of their emotions and the narratives that shape their decisions. Slay the Princess masterfully creates a psychologically rich gaming experience.

By engaging players in emotional differentiation, narrative framing, and moral reflection, the game offers a unique platform for exploring psychological themes. This integration not only enhances the depth of the narrative but also provides valuable insights into the players psyche, making Slay the Princess a noteworthy example of the potential of video games as tools for psychological exploration.

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References

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  • Banks, J., & Bowman, N. D. (2016). Emotion, Psychological Involvement, and Video Games. In R. Kowert & T. Quandt (Eds.), The Video Game Debate (pp. 89–108). Routledge.

  • Barrett, L. F., Gross, J., Christensen, T. C., & Benvenuto, M. (2001). Knowing what you're feeling and knowing what to do about it: Mapping the relation between emotion differentiation and emotion regulation. Cognition and Emotion, 15(6), 713-724. https://doi.org/10.1080/02699930143000239

  • Decety, J., & Cowell, J. M. (2014). The complex relation between morality and empathy. Trends in Cognitive Sciences, 18(7), 337-339. https://doi.org/10.1016/j.tics.2014.04.008

  • Furnham, A., & Ribchester, T. (1995). Tolerance of Ambiguity: A Review of the Concept, Its Measurement and Applications. Current Psychology, 14(3), 179–199. https://doi.org/10.1007/BF02686907

  • Gambetta, D. (2000). Can We Trust Trust?. In D. Gambetta (Ed.), Trust: Making and Breaking Cooperative Relations (pp. 213-237). University of Oxford.

  • Greene, J. D., Sommerville, R. B., Nystrom, L. E., Darley, J. M., & Cohen, J. D. (2001). An fMRI Investigation of Emotional Engagement in Moral Judgment. Science, 293(5537), 2105–2108. https://doi.org/10.1126/science.1062872

  • Grizzard, M., Tamborini, R., Lewis, R. J., Wang, L., & Prabhu, S. (2014). Being bad in a video game can make us more morally sensitive. Cyberpsychology, Behavior, and Social Networking, 17(8), 499-504. https://doi.org/10.1089/cyber.2013.0658

  • Gross, J. J. (2002). Emotion regulation: Affective, cognitive, and social consequences. Psychophysiology, 39(3), 281-291. https://doi.org/10.1017/S0048577201393198

  • Hatfield, E., Cacioppo, J. T., & Rapson, R. L. (1993). Emotional contagion. Current Directions in Psychological Science, 2(3), 96-100. https://doi.org/10.1111/1467-8721.ep10770953

  • Nickerson, R. S. (1998). Confirmation Bias: A Ubiquitous Phenomenon in Many Guises. Review of General Psychology, 2(2), 175–220. https://doi.org/10.1037/1089-2680.2.2.175

  • Schwartz, R. C. (1995). Internal Family Systems Therapy. Guilford Press.

  • Tversky, A., & Kahneman, D. (1981). The framing of decisions and the psychology of choice. Science, 211(4481), 453-458. https://doi.org/10.1126/science.7455683

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