{"id":14,"date":"2010-04-09T11:41:00","date_gmt":"2010-04-09T11:41:00","guid":{"rendered":"http:\/\/shadowcovenant.com\/blog\/2010\/04\/09\/the-uncanny-valley\/"},"modified":"2010-04-09T11:41:00","modified_gmt":"2010-04-09T11:41:00","slug":"the-uncanny-valley","status":"publish","type":"post","link":"http:\/\/shadowcovenant.com\/blog\/2010\/04\/09\/the-uncanny-valley\/","title":{"rendered":"The Uncanny Valley"},"content":{"rendered":"<p><em>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 &#8220;valley&#8221; in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot&#8217;s lifelikeness.<\/em><\/p>\n<p><\/p>\n<p>Above is the definition of the &#8220;Uncanny Valley&#8221;, taken from <a href=\"http:\/\/en.wikipedia.org\/wiki\/Uncanny_valley\">Wikipedia<\/a>.<\/p>\n<p><\/p>\n<p>After robotics, the Uncanny Valley has been refered in fields as computer graphics and audio design; what I want to discuss now is the <span style=\"TEXT-DECORATION: underline\">effects<\/span> of this in narrative and storytelling in games.<\/p>\n<p><\/p>\n<p>I was discussing with a friend of mine the other day about how the games before (in the 90&#8217;s, for example) would immerse us more than the games nowadays&#8230; Now, I don&#8217;t want to sound like an old man saying that what was done before was much better than what his done now&#8230; this would be a lie and an insult to all game developers out there&#8230; Most games nowadays are much more complex and are more evolved in any sense of the word.<\/p>\n<p><\/p>\n<p>So, why would older games make me think back to those days with happiness and fond memories, while I can&#8217;t remember most of the games I played last year?<\/p>\n<p><\/p>\n<p>First theory: I&#8217;m older, so games don&#8217;t appel to me so much anymore&#8230; I don&#8217;t believe this to be true, or else I wouldn&#8217;t want to make games so badly&#8230; On the other hand, one of the most influential games I played this year so far was &#8220;I Can Hold My Breath Forever&#8221; (see my last post), which immersed me as much as the old games.<\/p>\n<p><\/p>\n<p>Second theory: By playing so many games over the years, I became more demanding&#8230; Still a false proposition, since I loved playing God of War 3, which is not better than any of his predecessors.<\/p>\n<p><\/p>\n<p>Third theory: Older games relied more on imagination, since their graphics, sound, etc, weren&#8217;t so evolved&#8230; Now I think I might be on to something with this!<\/p>\n<p><\/p>\n<p>The third theory shift the game from a &#8220;watcher&#8221; perspective, in which I play but the storytelling\/narrative is all showed to me, to a &#8220;participant&#8221; perspective, in which I still play, but I have to fill in the blanks in the narrative.<\/p>\n<p><\/p>\n<p>Old games didn&#8217;t have fancy &#8220;facial modelling&#8221; technology (some characters had a 8&#215;8 pixel square for a head!), nor &#8220;top-notch voice acting&#8221; (lots of them didn&#8217;t even have voices!), &#8220;realist physics&#8221; (stuff just fell down linearly, if that much!), etc&#8230;<\/p>\n<p><\/p>\n<p>That kind of &#8220;backwards technology&#8221; demanded more on the players&#8230; it demanded the players to use their imagination to playout the character&#8217;s voices, to imagine that the crate actually was accurately falling over, what kind of expression the character was making, etc&#8230;<\/p>\n<p><\/p>\n<p>That made us an integral part of the story, the same way a children that can&#8217;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 &#8220;invest&#8221; 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&#8230;<\/p>\n<p><\/p>\n<p>A good example of this, in my opinion is the &#8220;Legacy of Kain&#8221; series&#8230; the first games was just gastly, graphic-wise. And yet, the story was so rich and powerful that I couldn&#8217;t help but playing it&#8230; And while the &#8220;Soulreaver&#8221; games were awesome aswell, as an extension of that story, the series lost his flair with the introduction of better technology&#8230; maybe the story couldn&#8217;t keep up with the ammount of games (5 games in all), but it&#8217;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&#8230; I had to imagine Kain in my mind, in terms of voice and expression&#8230; And Rhaziel was just a husk of a character in the first Soulreaver, with not many dialogs and insights into itself&#8230;<\/p>\n<p><\/p>\n<p>So we filled in the blanks&#8230; And that, as game designers and game writers is a powerful tool&#8230; 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!)&#8230;<\/p>\n<p><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/img693.imageshack.us\/img693\/2562\/sleepisdeath.jpg\" style=\"WIDTH: 446px; HEIGHT: 310px\" height=\"359\" alt=\"sleep_is_death.jpg\" width=\"522\"\/><\/p>\n<p><\/p>\n<p>Related to this, lately I&#8217;ve been hearing a lot about a game called &#8220;Sleep Is Death&#8221;, 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 <a href=\"http:\/\/www.sleepisdeath.net\/\">here<\/a>.<\/p>\n<p><\/p>\n<p>Just to wrap up this post, be sure to check &#8220;Pixels&#8221; by Patrick Jean&#8230; this is one sweet short:<\/p>\n<p><\/p>\n<p><object xmlns=\"\" width=\"480\" height=\"270\"><param name=\"movie\" value=\"http:\/\/www.dailymotion.com\/swf\/video\/xcv6dv\"\/><param name=\"wmode\"\/><embed xmlns=\"http:\/\/www.w3.org\/1999\/xhtml\" src=\"http:\/\/www.dailymotion.com\/swf\/video\/xcv6dv\" width=\"480\" height=\"270\" allowscriptaccess=\"always\" allowfullscreen=\"true\" type=\"application\/x-shockwave-flash\"\/><\/object><\/p>\n<p><strong><a href=\"http:\/\/www.dailymotion.com\/video\/xcv6dv_pixels-by-patrick-jean_creation\">PIXELS by PATRICK JEAN.<\/a><\/strong><\/p>\n<p><\/p>\n<p>Also, getting very psyched for Alan Wake:<\/p>\n<p><\/p>\n<p><object xmlns=\"\" width=\"400\" height=\"240\"><param name=\"movie\" value=\"http:\/\/www.youtube.com\/v\/wjNZT9QobIY&amp;hl=en_US&amp;fs=1&amp;\"\/><param name=\"wmode\"\/><embed xmlns=\"http:\/\/www.w3.org\/1999\/xhtml\" src=\"http:\/\/www.youtube.com\/v\/wjNZT9QobIY&amp;hl=en_US&amp;fs=1&amp;\" width=\"400\" height=\"240\" allowscriptaccess=\"always\" allowfullscreen=\"true\" type=\"application\/x-shockwave-flash\"\/><\/object><\/p>\n<div id=\"tweetbutton14\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2010%2F04%2F09%2Fthe-uncanny-valley%2F&amp;text=The%20Uncanny%20Valley&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2010%2F04%2F09%2Fthe-uncanny-valley%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"excerpt":{"rendered":"<p>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 &#8220;valley&#8221; in question is a dip in a proposed graph of the positivity of human reaction [&hellip;]<\/p>\n<div id=\"tweetbutton14\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2010%2F04%2F09%2Fthe-uncanny-valley%2F&amp;text=The%20Uncanny%20Valley&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2010%2F04%2F09%2Fthe-uncanny-valley%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-14","post","type-post","status-publish","format-standard","hentry","category-games"],"_links":{"self":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/14","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/comments?post=14"}],"version-history":[{"count":0,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/14\/revisions"}],"wp:attachment":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/media?parent=14"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/categories?post=14"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/tags?post=14"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}