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Re: designing socially-constructive spaces
It seems to me that the "uncanny valley" applies not only when talking
about digital avatars, but also when talking about social constructs and
interactivity.
It is far easier, and more reasonable, to use procedurally generated
visuals and behaviors when dealing with unfamiliar contexts. You can
feasibly convince a viewer that your Centauri mind-slug looks and sounds
as real as its imagined surroundings.
So, I can see how Spore could make clever and productive use of
procedural content at certain phases, but note how there is still, at
the meta-level, built-in mechanisms for humans to share designs and
creations, (and hopefully to tell human stories).
Far more difficult and perhaps even unproductive to focus too much
effort on trying to recreate the most human-like
behaviors--story-telling among them. Particularly when, embedded deep in
every human is the instinctive desire to tell and be moved by human stories.
Artificial illusions of intelligent dialog, emotion, and particularly
creativity are not convincing, particularly not when one can easily
compare them to the real thing. Being "almost" real is often worse that
being clearly machine, because of that uncanny valley phenomenon.
That is why NPCs that appear superficially like other players are a deep
design error, in my opinion, and why, in the worlds I am designing,
everything that looks human, is human, and everything that is AI/AL
driven, looks like a machine or a non-sentient life-form (and, in fact,
anything that is supposed to be an AI is, in fact, a human-operated
puppet). It believe this avoids disappointing people - especially in a
culture that, due to Hollywood science fiction, expects true, sentient
AI *today*. I have yet to hear a compelling reason why we have to devote
so much time, energy and budget to making artificial humans, when we
have a potential market of hundreds of millions of real humans with a
multimedia PC and an Internet connection, just dying for an opportunity
to get involved in network-mediated collaborate storytelling--but
uninterested in the current crop of "interactive" entertainment.
Even when talking about procedurally-generated visuals, such artifices
should be employed, in my understanding, only when the human-generated
alternative is highly impractical. It makes sense for Spore's terrain,
less so for a virtual art gallery. We should not be so hasty to automate
for automation's sake.
- galiel