[MUD-Dev2] The Future of Quests
Threshold
mlist at thresholdrpg.com
Sun Jan 4 20:00:37 CET 2009
Zach Collins (Siege) wrote:
> I'm perfectly fine with extending the context of the Uncanny Valley to
> include any attempt to simulate humanity which comes close but falls
> short, and thus stimulates a negative response
That isn't what the Uncanny Valley is all about. The robots in the
example do not "fall short" or fail. The robots in the theory are
actually a success. They are closer to human looking than their
predecessors. The point of the UV is that when a robot is mostly fake,
we focus on the parts that are real looking. When a robot is mostly
real, we are drawn to the flaws. And there is a deepseated,
psychological revulsion to it because it looks horribly wrong to us.
The argument is that this is the same reason deformed people are
shocking. We are genetically programmed to have a certain degree of
revulsion for such deformity so we do not perpetuate those genetic flaws.
Crappy, procedural quests are disliked because they are just bad. They
are obvious fakery on the part of the developer, and the player is a bit
insulted and disappointed by it. These crappy quests are not tapping
into any deep, genetic programming or anything of that sort.
The comparison is absolutely invalid and totally inapplicable. It is not
"extending" the concept to use the term for quests, it is absolutely
destroying the concept.
More information about the mud-dev2-archive
mailing list