Philosony: Yea, though I walk through the uncanny valley...

Any of you that have played through the tutorial of Indigo Prophecy will likely remember lead designer David Cage waxing poetic about the unique nature of the game, one in which you should "move the right analog stick slowly to really feel like you are controlling the character's hand". The game itself frequently gives you mundane tasks such as setting up candles and lighting them (place three candles, one-by-one, on the table, go down the hall to the kitchen, pick up the matches, walk back, light them one-by-one) in an attempt to make you feel more like - and therefore more sympathetic toward - the characters. All accounts suggest that Heavy Rain will play similarly, with an emphasis on taking actions, succeeding or failing at tasks, and living with the results. If the graphical side of Quantic's dream manages to live up to the hype, will we suddenly find ourselves in a new era where the uncanny valley is reduced to an historical oddity along the lines of the pager? Or are emotion and realistic human mental behavior just as important in dispelling the illusion?
First let me acknowledge that any creepiness or uncanniness resulting from visually perfect models acting in unrealistic ways may not technically be the fault of the uncanny valley. The theory itself suggests that as robots or computer rendered humans get closer to looking and acting human they will trigger the uncanny response (until they become so perfect that they are indistinguishable from us). I generally interpret "acting human" to mean having realistically moving facial muscles, walking gracefully rather than jerkily, etc. When an otherwise visually perfect human representation starts acting strangely the effect is still creepy even if it's not an according-to-Hoyle example of the uncanny valley. Rather humorous takes on this can be found in several video re-enactments of RPGs. The effect of actual humans acting like video game characters is just uncomfortable enough to be funny.
In fact, the concept of humans moving and acting in strange and unusual ways is sometimes used to intentionally evoke creepy feelings. Think about the characteristic
twitchy movements associated with Japanese horror. This is all well and good when game developers are trying to create an eerie tone, but in serious "interactive cinema", which Heavy Rain purports to be, it's a death blow to realism. With Quantic Dream having purchased the best motion-capture technology available there shouldn't be any problems with graceful movement. But we still need good AI controlling those characters to keep them from walking into walls, taking inefficient paths around obstacles, or jumping out of cover in the middle of a firefight.Perhaps it doesn't even stop there. As gamers we usually use the term "good AI" to refer to enemies that adapt to our strategies, neither falling for predictable behaviors that a human wouldn't nor succumbing to patterns of their own. Yet if Quantic Dream hopes to create a truly cinematic narrative in their game they are going to have to delve deeper than other games have at, for lack of a better term, "emotional AI". Characters may look, move, and interact with the world around them in completely human ways, but if they fail to make realistically human choices then players may still find themselves searching for a way out of the valley. Will NPCs become subtly snippy with me if I make snide remarks? Will they succeed at what Fable (arguably) failed at - remembering my actions and having appropriate, long-term emotional interactions with me? Perhaps they will still jump out of cover in the middle of a firefight, but will they have a compelling, realistic reason for doing so?
Granted, dramatic media has always been judged by the quality and emotional richness of its characters. Books and movies are often criticized for lacking rich, fully developed and believable people. If narrative is important then an individual character's choice of actions must be realistic. Can Heavy Rain do this? Did Indigo Prophecy do this? Perhaps more to the point, does the interactive nature of video games make it even harder for characters to be realistic because they must be able to respond to whatever behavior we subject them to? I'm not entirely sure, but it seems that if Quantic's goal is carry us into the promised land where characters in games don't unsettle us in the slightest, it's going to take much more than miraculous CGI.
Maybe aspiring to a deep interacto-narrato-cinematic experience is a little beyond our belaying skills at the moment. Check back next week for a bit lighter discussion of the uncanny valley surrounding the realism and novel interactivity of the recently announced EyePet.





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Reader Comments (Page 1 of 1)
Ali @ Aug 30th 2008 12:07PM
First comment! Eyepet lookes pretty cool. Nice little break for every once in a while. Just wondering about the price
Jerses @ Aug 30th 2008 12:21PM
wasn't eyepet cancelled?
Nice post. we need this kind of in deep analisis...wonder if the same can be applied to sonic games :P
Extinction @ Aug 30th 2008 6:02PM
Yes because they cancel games 2 weeks after they are announced
turkeybaster @ Aug 30th 2008 12:24PM
Excellent piece on the uncanny valley! I think a great comparison example to the mention of Metal Gear Solid you made, would be to watch the videos of the DARPA funded Big Dog robot. Boston Dynamics' mechanical pack-horse looks incredibly robotic when moving normally, but when it catches its balance (on ice, for example), it looks eerily like a real animal.
As for AI being the factor that holds the realism back, I think you're right. Most developers spend so much time on graphics that they forego making the AI too intelligent for fear that it will be too taxing or difficult for the player. Does anyone remember watching those first teaser videos for Half Life 2 years ago and seeing how frighteningly intelligent the enemies were...and then seeing the dumbed down product? Or the infamously "intelligent" NPC's in Oblivion that ultimately ended up being a bunch of stupid oafs?
Kylie Prymus @ Aug 30th 2008 1:28PM
I wrote about the Big Dog a few weeks ago - pretty creepy machine! Which is not to say I don't want one. Hard to find a good golf caddy these days.
http://playstation.joystiq.com/2008/08/02/warning-this-dog-bites/
r.crisp @ Aug 30th 2008 12:27PM
Am I the only person who thinks the whole uncanny valley has no bearing on myself. I just don't find AI representations of humans creepy. Nor do I find robots creepy either...
I'll stick to thinking that men in long coats who hide their faces, or middle aged men that wear sunglasses at night are creepy. Realistic looking models (in game or IRL) to me are just fascinating and awesome-o
Superbean @ Aug 30th 2008 12:36PM
I really do hope dis game turns out 2 b gr8. whenevr theres dat much hype 4 a game and huge promises get made than it always seems 2 dissapoint in sum way or another
turkeybaster @ Aug 30th 2008 1:12PM
Seriously? What the hell did you just say?
ryan @ Aug 30th 2008 3:04PM
he said:
"I hope this game turns out to be great, whenever there is so much hype for a game it usually doesn't deliver in some way or another which leads to disappointment."
really, it's not that hard to decode.
Metal_Gear @ Aug 30th 2008 12:41PM
Farenhiet had points where things you said would change how the NPCs would react to you, either helpfully or negatively.
Pathfinding seems to be the biggest problem for games, I dont think I have ever seen anyone get it right. I think MGS has gotten it down best but that may just because I have payed more attention to it.
I dont think slight AI slip ups have put me off a game like running a square path around a circular corner for example, but if they were going to just run into a wall for a few seconds or run into a croud of enemies or get in the way of your gun, then I get pissed and gun them down on purpose a few times.
lorddshadow @ Aug 30th 2008 1:32PM
these articles add a lot of depth to this site which is excellent. the points the author made somewhat remind me of I, Robot. much too creepy. the game looks interesting though. and like what was mentioned above, i'm wondering what the price of eyepet will be.
groovemachine @ Aug 30th 2008 1:35PM
i think the only thing that scares me is when you think a robot is human and it turns out they aren't when the uncanny valley applies it only seems to make me feel that the animators did a bad job and it looks stupid
greg.r.keller @ Aug 30th 2008 2:19PM
Humans themselves are infinitely more frightening than anything they create.
ryan @ Aug 30th 2008 3:07PM
where's the usual Kylie Prymus blog notice: "Kylie Pyrmus is a philosophy graduate god and you must take his posts seriously lest ye be smited"?
Vincent @ Aug 30th 2008 3:44PM
Hahahaha I was missing that too :~
Doug @ Aug 30th 2008 8:50PM
hey kylie I was wondering could u post you e-mail adress I have something I must ask regarding psychology if its ok with you.
Doug @ Aug 30th 2008 9:12PM
Hey Kylie is it possible for you to post your e-mail because, I was going to ask you something on what your toughts are regarding psychology, which I dont feal like posting here.
Doug @ Aug 30th 2008 9:14PM
@#13
Greg I agree 100% with you
Carlton @ Aug 30th 2008 10:46PM
Another interesting piece, but I don't think your use of the term "uncanny valley" is entirely appropriate in this context. You seem to acknowledge this point in your post, but keep referring back to the concept regardless.
NPCs "walking into walls, taking inefficient paths around obstacles, or jumping out of cover in the middle of a firefight" would not trigger an "uncanny" response. Understanding that such behaviours are not "realistic" requires a conscious intellectual interpretation, whereas the uncanny valley is a subconscious process that almost certainly results from biological necessity.
The most likely explanation for why the phenomenon of the uncanny valley exists is that we have evolved the sense as a mechanism to avoid mating with a genetically unfit partner. Genetic problems or diseases can manifest themselves as physical abnormalities, and for successful breeding it is therefore necessary that people are repulsed by humans (or representations of) that appear physically abnormal. Behaving in an "unrealistic" fashion would not appear uncanny, but moving in a spastic fashion (a la J-horror) would, as it is indicative of motor dysfunction, and therefore, potential unfitness for reproduction.
Realistic AI behaviours are required in order to make a game totally immersive, but they are irrelevant to any discussion of the uncanny valley. Given that the crux of your argument is that realistic AI is (at least) as important as realistic graphics, I think it would have been wise to avoid the term altogether. It is used far too often these days as it is.
Kylie Prymus @ Aug 30th 2008 11:44PM
I agree with you for the most part. This post was inspired by Quantic's hubris at claiming to have conquered the uncanny valley coupled with a few ideas I've been tossing around regarding what it might take beyond mere graphical muscle to eliminate any unsettling feeling.
It's important to keep in mind that the concept of the uncanny valley is a very popular hypothesis, but it's based on what is, for all intents and purposes, an armchair theory. To my knowledge no serious study of it has been conducted by evolutionary psychologists (feel free to correct me if I'm wrong - I'd love to read more). To frame what I'm saying in a broader context would require arguing that the definition should be expanded along these lines:
We subconsciously pick up on signs that denote a lack of fitness (though once we start to talk about it is it subconscious any more?). We could just as easily have a subconscious mechanism in place based on more robust behaviors - choices that a person makes that give off warnings that they may be genetically unfit. It may seem shallow if I am explicit about wanting to avoid people with, say, OCD (which is what we would probably label someone who insists on taking square routes around circular obstacles), but this response could indicate a deeper biological revulsion.
If there is a link between that response and the more traditional notions of the uncanny valley then it would be worth exploring and perhaps expanding the definition. But there's only so much one can do in a 1000-word blog entry. ^_^
kazemizuhi @ Sep 1st 2008 2:51AM
MUST SEE:
http://technology.timesonline.co.uk/tol/news/tech_and_web/article4557935.ece
I mean.... just wow!! Sorry to burst your bubble Quantic Dream, but you are far from conquering the uncanny valley.
This computer simulation which, they claim has "overleapt a long-standing barrier known as 'uncanny valley'" may be of interest to the rest of you.
While having such a level of realism running in real time on current generation home consoles is quite clearly unfeasible, I can only hope developers like Quantic Dream(sp?) are aware of this technology and plan to utilize (for our entertainment) in future (console) generations.
TheWakeUpCall @ Sep 1st 2008 11:02AM
Wow, the graphics in this game look shit compared to what we saw at E3 a couple of years ago. Just shows how next-gen graphics didn't turn out close to pixar quality after all.