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Archive for April, 2010

The Uncanny Valley

09 Apr

The uncanny valley is a hypothesis regarding the field of robotics. The theory holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The “valley” in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot’s lifelikeness.

Above is the definition of the “Uncanny Valley”, taken from Wikipedia.

After robotics, the Uncanny Valley has been refered in fields as computer graphics and audio design; what I want to discuss now is the effects of this in narrative and storytelling in games.

I was discussing with a friend of mine the other day about how the games before (in the 90’s, for example) would immerse us more than the games nowadays… Now, I don’t want to sound like an old man saying that what was done before was much better than what his done now… this would be a lie and an insult to all game developers out there… Most games nowadays are much more complex and are more evolved in any sense of the word.

So, why would older games make me think back to those days with happiness and fond memories, while I can’t remember most of the games I played last year?

First theory: I’m older, so games don’t appel to me so much anymore… I don’t believe this to be true, or else I wouldn’t want to make games so badly… On the other hand, one of the most influential games I played this year so far was “I Can Hold My Breath Forever” (see my last post), which immersed me as much as the old games.

Second theory: By playing so many games over the years, I became more demanding… Still a false proposition, since I loved playing God of War 3, which is not better than any of his predecessors.

Third theory: Older games relied more on imagination, since their graphics, sound, etc, weren’t so evolved… Now I think I might be on to something with this!

The third theory shift the game from a “watcher” perspective, in which I play but the storytelling/narrative is all showed to me, to a “participant” perspective, in which I still play, but I have to fill in the blanks in the narrative.

Old games didn’t have fancy “facial modelling” technology (some characters had a 8×8 pixel square for a head!), nor “top-notch voice acting” (lots of them didn’t even have voices!), “realist physics” (stuff just fell down linearly, if that much!), etc…

That kind of “backwards technology” demanded more on the players… it demanded the players to use their imagination to playout the character’s voices, to imagine that the crate actually was accurately falling over, what kind of expression the character was making, etc…

That made us an integral part of the story, the same way a children that can’t read gets a book up and starts making up their own story based on the illustrations on it. And by making us integral part of the story, it made us “invest” something of ourselves in it, and that in turn made us want to get a return on our investment, which made us sell the game in our minds better than it actually was…

A good example of this, in my opinion is the “Legacy of Kain” series… the first games was just gastly, graphic-wise. And yet, the story was so rich and powerful that I couldn’t help but playing it… And while the “Soulreaver” games were awesome aswell, as an extension of that story, the series lost his flair with the introduction of better technology… maybe the story couldn’t keep up with the ammount of games (5 games in all), but it’s also possible that when Rhaziel and Kain became more real, they lost some of the allure they had in the first two games of the series… I had to imagine Kain in my mind, in terms of voice and expression… And Rhaziel was just a husk of a character in the first Soulreaver, with not many dialogs and insights into itself…

So we filled in the blanks… And that, as game designers and game writers is a powerful tool… build enough into the game story that players can initially hooked, then enable them (not talking about editors, but narrative-tools) to get engaged in the story themselves, to have a stake in it (either by choices they make, or what they are forced to imagine, or better yet, both!)…

sleep_is_death.jpg

Related to this, lately I’ve been hearing a lot about a game called “Sleep Is Death”, which basically is a two-player colaborative/competitive game, in which one the players creates the story the other player is traversing. You can find it here.

Just to wrap up this post, be sure to check “Pixels” by Patrick Jean… this is one sweet short:

PIXELS by PATRICK JEAN.

Also, getting very psyched for Alan Wake:

 
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I can hold my breath forever…

05 Apr

icanholdmybreathforever.jpg

“I Can Hold My Breath Forever” is a neat game created by Jake Elliott as an entry in the “10 Seconds” friendly game competition that I found in my daily browsing… You can play it here

The game itself is not brilliant, with dodgy collision detection and too short of a time limit on the underwater breathing mechanism for a kid to play… and kids should play this!

It’s the perfect example of a kid story turned into a game… It has a simple gameplay mechanic, and a moving story with a sort of moral into it…

It’s one of those games I’d like to have created myself; it’s moving, powerful and simple. And it got me thinking of game for kids, and specially in games for kids to play with their parents (or vice versa)…

Like a child’s book that a parent read to their children all over the world, I can imagine a parent sitting his 3-year-old in his lap and letting him explore the game, reading to him out loud the letters and the story, both immersed in this small fantasy world.

Got me thinking on narrative-based games for children, and if I ever find the time, I want to do something similar: a game designed so that a parent and his child can play together.

Even the bad graphics add to the atmosphere, since they leave a lot to the imagination, which is one of the parts of human psyche that are more developed in a child.

Ultra-realistic graphics/sound aren’t important for a child (just check the work of the well-known illustrators for children’s books, for example), it’s the story they “read” and create in their mind, sometimes with the assistance of their parents, sometimes by their own. The story should be loose enough so they can fill in the blanks and imagine their own story by giving them a “framework” to build upon… In the above case, it’s just a series of letters and some underwater caves with glowy fish. In children’s books, we have even simpler frameworks; for example, my wife (a kindergarten teacher) bought a book a short time ago whose framework was just a balloon and his travels! It had very little text, just some tidbits, and the child could create the rest of the story by itself…

I’ll state again: I want to design something like this, if I can… I already have a base storyline for a game that has the codename “The Little King”. It should take me 3 or 4 days to create the game as I’m envisioning at the moment… I’ll probably grow it and make it megalomaniac (as I do to everything) and it will become a 2-year project, unfortunately…

Since I’m on the topic of storytelling, check out Ben “Yahtzee” Croshaw’s article on Betrayal on The Escapist here. Very interesting, and while he’s focused on the “Betrayal” story archetype, it’s really a good eye-opener for storytellers everywhere about the dangers of trying to make your story “surprise” and “have more stuff”…

 
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