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The Depths of the Uncanny Valley

GameSpot investigates how video games really impact our lives--how they are changing our culture, what they're doing to our brains, and what this all means for people who play video games.

346 Comments
By Carrie Gouskos- posted July 8, 2006

No Caption Providedou play video games, but do you have any idea how those video games are affecting you? They do, whether it's the subconscious way in which violence triggers chemicals in your brain, or your automatic repulsion at a game character that doesn't look quite human. With these ongoing reports, GameSpot will investigate how video games really impact our lives--how they are changing our culture, what they're doing to our brains, and what this all means for people who play video games.

Becoming uncanny

Image of the Uncanny Valley, courtesy of Karl MacDorman
Image of the Uncanny Valley, courtesy of Karl MacDorman

In 1970, roboticist Masahiro Mori published an article in the Japanese magazine Energy titled "Bukimi No Tani" (English translation: "The Uncanny Valley") detailing an observation that he had made from his experience working with humanlike robots. Mori noted that the more closely robots approximated human appearance and behavior, the more familiar they seemed to a human observer, until a point at which they resembled humans closely, but not perfectly. At this point, people would begin to react negatively to robots, citing feelings of eeriness or discomfort about their appearance. He called it "the uncanny valley," because of the way a graph depicting the correlation between familiarity and human likeness would dip suddenly and drastically, just before reaching perfect mimicry of the human appearance.

As technology improves and entertainment media such as movies and video games are able to more closely approximate realism, humanoid characters get dangerously close to what Mori described. For example, take a look at some of the most negative reviews that the motion picture The Polar Express received. The film attempted to create a highly realistic look through computer-generated imagery (CGI), but missed a few key points, such as the depiction of the characters' eyes and skin, which made them seem more doll-like than human, causing an involuntary repulsion among viewers.

So how does the uncanny valley work? Is it science? What are the factors that contribute to uncanniness--this unusual quality of realistic-looking characters that can seem so discomforting when we see them in action? Mori's observation may have opened up the discussion about this concept, but it left most of these questions unanswered. Only recently have scientists and roboticists begun to uncover the methodology and reasoning behind the uncanny valley, and in turn, how we can circumvent it.

Getting into the uncanny valley

"If you are interacting with an android and the timing of its speech and gestures is off, this will be uncanny for a different reason than if its eyes are too far apart." - Dr. Karl MacDorman, School of Informatics at Indiana University

Karl MacDorman is an associate professor in the human-computer interaction program at the School of Informatics at Indiana University and has been working with the uncanny valley hypothesis, using human participants, for the past year. In his own research on the subject, MacDorman has found scientific support for the hypothesis, which has revealed, among other things, that there are too many contributing factors for it to be narrowed down to a single theory. "If you are interacting with an android and the timing of its speech and gestures is off, this will be uncanny for a different reason than if its eyes are too far apart. This in turn is uncanny for a different reason than if part of its body is open, exposing wires and motors. I have identified about 10 possible causes for the uncanny valley, and I am sure there are many more."

The sheer number of factors and the precision of detail required to perfectly approximate humans makes the process seem extraordinarily daunting, though MacDorman believes that the most difficult of these problems is not in creating proportionately accurate humans, but in the timing and the interactivity of character movement: "I suspect the hard part will not be in finding the right physical proportions, but making the movements seem natural and well-timed, especially during interaction." This presents an extraordinarily poignant problem for video games, in which the player has control over the characters for the majority of the time. The characters must not only look realistic and animate accurately, but they must also react to control with perfect timing.

What makes this uncanny?

This character may look realistic, but there are many factors which make her also seem uncanny.
This character may look realistic, but there are many factors which make her also seem uncanny.

Of course, there are still plenty of problems within controlled situations. One such example of this can be seen in developer Quantic Dream's recent tech demo for its game Heavy Rain (working title), which has come under fire for uncanniness since it was first revealed at E3 2006. The trailer, which depicts an extremely realistic female character performing a monologue for the camera, is technologically impressive, yet many people have responded to it in a negative way, stating that there's something about it that is unsettling.

MacDorman lists several factors behind what makes the principal character of the video, Mary Smith, seem unnatural, although he recognizes that the video displays great technique nonetheless. "Presumably to enhance realism or reduce calculation, the game designers or animators exaggerate the depth of field, so that Mary's face is rendered in focus, but her hair and neck are out of focus and blurry. In addition, there is sometimes a lack of synchronization with her speech and lip movements, which is very disturbing to people. People 'hear' with their eyes as well as their ears. By this, I mean that if you play an identical sound while looking at a person's lips, the lip movements can cause you to hear the sound differently." He further cites her pale complexion and the fact that she behaves as a sociopath as reasons that most people will have trouble relating to her. "In general, sociopaths tend to seem odder than ordinary people--not only in their behavior, but in their facial asymmetries, which reflect developmental disorders--as anyone can tell by surfing Web sites that list photographs of known sexual offenders." This list of factors shows the breadth and depth of the uncanny valley problem, in that it goes far beyond what seems obvious (something like the lip synching) and into the more nuanced (the difference of the face structure of sociopaths).

"And as the animators make these characters more realistic, they have already become used to their less realistic predecessors. So they never get to look at their own creations with fresh eyes." - Dr. Karl MacDorman, School of Informatics at Indiana University

Posing an even deeper problem for developers, MacDorman believes that animators working from inception to completion will have difficulty witnessing uncanniness in their own projects. "They build up characters that start off looking not particularly realistic and, therefore, not particularly uncanny. And as the animators make these characters more realistic, they have already become used to their less realistic predecessors. So they never get to look at their own creations with fresh eyes. As artists, animators must always rely on their own sense of aesthetics. The problem is that they have lost what is 'common sense' to the rest of us." According to Elspeth Tory, the Animation Project Manager on Ubisoft's upcoming game Assassin's Creed, that's why it's absolutely critical that animators not work on their games in isolation. "You certainly start to get used to a character after a while and can occasionally lose a bit of the objectivity that you had at the beginning of the process. Getting feedback from others, especially the artistic director for animation, is an essential part of the pipeline in order to maintain a standard of believability."

Dealing with uncanniness

But it takes more than just feedback to get past the uncanny valley. Animators must deal with the phenomenon head-on, working to combat it from the beginning, not only by creating realistic-looking humans and animating them well, but also by making sure that the level of realism present is both believable and fun. Tory cites the uncanny valley as a hurdle in achieving realism with Assassin's Creed but distinguishes reality from believability, which is an equally if not more important goal. "Animating something that's believable gives you a bit of room for texturing a movement than simply making something that's realistic. A character that's realistic will seem to have ticked off a checklist of human characteristics, but a believable one will display nuances and subtleties that make them seem unique and alive." Tory notes that weight and timing are some of the most important aspects that contribute to a character's believability, and that hands are the most difficult part of the human body to animate.

Ubisoft animators aim for both believability and realism in games like Assassin's Creed.
Ubisoft animators aim for both believability and realism in games like Assassin's Creed.

Ubisoft has a good track record for believability, particularly with Prince of Persia: The Sands of Time, which was critically lauded for its excellence in animation. Alex Drouin, the Animation Artistic Director on both Sands of Time and Assassin's Creed, reveals some of the tricks they used to achieve such a full range of fluid animations. "Everything was hand animated in Prince of Persia: Sands of Time. We used a lot of 'blending' of animations to get specific effects and a wider range of possibilities, and different kinds of interpolations to fluidly link different moves together. We used the same tools for Assassin's Creed but we added full body IK (inverse kinematics) and a rag doll tool." These tools helped the Ubisoft animators create a game that looked both believable and realistic, without getting bogged down in the kind of realism that would make the game unenjoyable. Focusing on believability helped them to achieve their animation goals with Sands of Time, and the result was a very attractive and well-animated game.

Out of the valley...for good?

"We've put a lot more animation files in the game... More than anything I've seen before." - Alex Drouin, Animation Artistic Director on Assassin's Creed

So how does the future of research and technology help to resolve the problems of the uncanny valley once and for all? MacDorman hope his research will lay the groundwork for combating the uncanny valley, by narrowing down all of the factors that contribute to it and giving us a better understanding of all of the nuances that control our perception of a realistic human. "We know that the human brain doesn't even register many kinds of gaps in visual information. We don't notice that we have a blind spot. We don't notice when we blink. We don't notice floaters, particles of dust moving on the cornea. There would be no point in filling in details that we don't notice. Therefore, we need to identify what we do notice, and to fix that part, and this may not so much require new technologies as an improved application of existing technologies." But having new technology will help developers to work with our limited knowledge of these factors in the short term. Drouin says that the increased power of the PlayStation 3 has helped them to create more diversity in the Assassin's Creed character animations, adding to the believability of the game. "We've put a lot more animation files in the game... More than anything I've seen before. Therefore, variety is going to help us re-create a living and breathing world because our eyes are not used to seeing patterns in real-life movements." It is the combination of these two factors, research and technology, that, when applied correctly, will begin to strip away the problem of the uncanny valley for good.

So where does this all leave us? With a lot of work to do, it seems, but MacDorman's view is optimistic. "It is something that can be overcome through good design. By manipulating the many factors that influence whether a robot or game character is familiar or eerie, we can design around the uncanny valley for any degree of human likeness. As we come to better understand the norms of human interaction, I believe our androids will overcome the uncanny valley." Developers are showing that they are able to work around the problems that the uncanny valley presents, but as games get more and more complex, there is always more work to do. Getting more involved with robotics research, using advanced technology better, and continuing to animate the details that we notice over those that we don't will all contribute to a positive future for video game animation. In the end, though, it seems as though they've got a good grasp of what really matters. Says Drouin: "So is our game completely realistic? NO WAY... It's realistically fun!"

Previously: Empathy and Conditioning Violence

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Spincut

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Edited By Spincut

some of it's interesting, and some not so "uncanny"

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Louis_Routledge

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Edited By Louis_Routledge

It is only work in development. Anyway the picture of the woman crying looks like she has scars or grooves in her face. I don't like that lol That REALLY disturbed me. I have noticed this with other things too...

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pokemon777

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Edited By pokemon777

I understand that very well. I like how Gamespot used examples other than video games. Well, I guess Mario looks better as a bunch of pixels that can't talk than a super-realistic plumber who's mouth moves like a type-writer when he talks.

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Edited By Bearpiss

OK i looked at the heavy rain woman picture it looked fine AT FIRST but the more i looked the more distorted it got i mean her tears looked like grooves or scars on her face then if u un-focus ur eyes u can tell her cheek bones stick out too far and her eyes are out of alignment

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Sader287

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Edited By Sader287

Very good article, the title seemed a little misconceiving though.

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Digitalfx512

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Edited By Digitalfx512

and I guess that if know one gets it................people then immedaitley think that it's frightning or that its supposed to be scary, "Lol"

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ulkas

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Edited By ulkas

There are a number of things that came to my mind: I've spotted the same problem with recent games but thought I was crazy or something. The more realistic NPCs look the more critical I get. Compare e.g. Thief (1) and Thief 3. The faces of NPCs in the original Thief look like crap but are actually easier to accept than those in Thief 3. Interesting is also that enemy NPCs are often shown with their face covered (Half-Life 2) or are so out-of-the-ordinary looking (Doom 3 etc) that you simply don't feel any sympathy when blowing them to bits. It's not the same in e.g. Far Cry and Call of Duty, so I feel it gets to me more in such games. Another thing that relates to the testing: In "normal" software development, companies increasingly rely on usability experts that are not also developers, and that have their own jurisdiction over product changes during development. I believe this will be critical also for game development, but also look-n-feel experts (psychologists?) that complement the artists. It's easy otherwise that odd NPC look and behavior slip through the cracks. For some reason I found Doom 3, Quake 4 and Riddick to look very unrealistic. Everything looked like plastic, even skin, wood, metal etc. It's as if the same shaders were applied to all types of surfaces. Also, skin is slightly transparent, which I believe game developers haven't even started experimenting with yet. Compare with Oblivion that I felt overall got the surface looks right: wood and stone are matted, snow and metal glow in the sun, faces are matted, etc There's one not too realistic effect in Oblivion though, where NPCs move their eyes as if they were lunatics or constantly lying. That NPCs were shown so close up by default was one factor, so I quickly moved them away 4 times. Much better.

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Bearpiss

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Edited By Bearpiss

But in the distant future there wont be any video games..........there will be VIRTUAL REALITY its all in your head maybe even play when ur sleeping that would be cool

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16bitkevin

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Edited By 16bitkevin

The Heavy Rain one was actually the only thing that made me think about this. The gestures, the facial expressions made her look so..creepy and unrealistic. I'm surprised that HL2 wasn't mentioned. It would've been a great example. In Half-Life 2, the characters acted really realistic. The lip-synching was really good, and the hand gestures and facial expressions looked natural, unlike in the Heavy Rain video *shivers*.

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Bearpiss

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Edited By Bearpiss

Its interesting to take something that most people dont even think about and give it a name, it opens minds and tells people what they need to focus on when making a game,I say realistics 1st and graphics 2nd because u dont want a game that is unbelievably graphic and the gameplay is so horrible it sucks so bad that u play it once and vowe to never play it again because power is nothing without control, but the only feeling i get from a game thats unrealistic is disapointment but i do feel a connection to charaters in a realistic game like there more alive and i want to keep it that way im more likely to care for charaters in a realistic game the more they resemble actual people the more i care about there safety because in a unrealistic game i feel alone with an A.I thats dumber than a blind dog

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BabyBoyJre3

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Edited By BabyBoyJre3

I THINK THAT IN THE FUTURE GAME DEVELOPERS WILL PUSH THE REALISM ENVELOPE IN GAMES...MEANING THE GAMES THEMSELVES WILL SPORT ELEMENTS THAT ARE MORE AKIN TO LIFE AND EVERYDAY PHENOMENA....WITH ADVANCING TECHNOLOGY AND AMBITIOUS PEOPLE...IT CAN BE DONE...IN TIME, THE UNCANNINESS OR UNNATURALNESS GAMERS AND OTHERS PERCEIVE IN GAME CHARACTERS THAT WERE CREATED WITH THE INTENTION OF BEING REALISTIC, WILL DWINDLE AWAY....ACHIEVING THE REALISM THAT WAS SO HOPED FOR...GREAT ARTICLE

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uwillbow2me

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Edited By uwillbow2me

That was a really interesting feature. good stuff.

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klash_patil

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Edited By klash_patil

Most of the content in the article made sense. Just a query, though. How on earth did they measure "human likeness" and "familiarity"? That plot sure looks vague.

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Daviejones

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Edited By Daviejones

the thing that's wrong with the female character is first of all, her eyes. they are too asymmetric, it doesn't fit the face, although the face could be less symmetric overall too. also, she isn't looking the same way with each eye, the right one feels like it's looking right at me, while the other is looking at my stomach if I stand three feet from the screen. also, she has a strange way of holding the gun, her arm is all behind her hand, it looks twisted. she's actually quite beautiful if you look closely.

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cireking213

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Edited By cireking213

I think the uncanny valley bothers non-gamers/ casual gamers more than the hardcore. We're used to it. I enjoyed the heavy rain demo and it didn't bother me at all. These virtual people will only get better. It's great that they can identify what is causing the uncanny feeling, (that means these people can be improved), but I don't understand why people tend to freak-out over it being there.

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nytrospawn

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Edited By nytrospawn

After watching the Heavy Rain video, I have whole-heartedly agree with the Uncanny Valley theory. There was something almost inherently wrong with the character, from the way her eyes were incorrectly focusing, to the mouth movements. I dont know, I was just creeped out by the character as a whole. Ive seen Spirits Within as well, and the same goes for those characters. They all walk unnaturally, and their body motions are jerky and not fluid. The mouth movements as well were off synch only a bit, but it totally made the movie go from great to mediocre.

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SolidusHo

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Edited By SolidusHo

great article, even though i go to BBC for my news, this one should be BBC worthy.

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Morias-Skult

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Edited By Morias-Skult

The enjoyment of anything real gives us more stronger emotions to what ever the subject or emotion is. How many people would of liked films if they were made using master system graphics. Most films these days aren't 100% real but i never hear anyone complaining about that or giving it bad reviews. Matrix anyone? unless i somehow missed a few thousand years of history then time portaled back before it begun with someone that must of recoreded it. People/public even the officials will complain about stuff most of the time just because they can and they worry more then a shaky scared kitten. and this is what i say embrace it with out some stuff we have today most/some of us would not be here at all

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BrunoFaustino

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Edited By BrunoFaustino

First i have to say that the article is good, it has interesting stuff. Makes us understand what is behind the player's vision, like the details that exist in the game that we don't see and how developers try to discover what we don't see. We have to admit it's interesting. Keep up the good work!

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azizrulez

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Edited By azizrulez

too much technical stuff there can someone repeat that in english

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Alexandre_Palma

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Edited By Alexandre_Palma

If we want games that make us cry, I believe this is the natural way to accomplish that. We need as well characters that we can relate to and above all we need a great story!

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CaptainCrazy

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Edited By CaptainCrazy

I don't see what the big problem is. I've watched FF Spirits Within long before this talk of the uncanny valley and I never felt disturbed or weird when I saw any of the characters. I remember thinking that although they weren't perfect, they looked extremely similar to real humans. It was the skin textures and movement that weren't quite the same. I admit the girl in Heavenly Rain looks scary but that's becuase of the textures used. Her skin is too dark and the complexion is wrong making her look like a dead body. I've seen it done better in other games. I still think you can make an ultra realistic character that is also pleasent to look at. The hard part is that just 1 or 2 design flaws from the artist and it's the difference between ugly and beautiful.

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dogmavskarma

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Edited By dogmavskarma

it still relies on the human experience factor. and thru existentialism how the individual sees the world, and is able to seperate the fantasy world and the real one. but great article.

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ken8659

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Edited By ken8659

i think eventually the game industry will perfect lip-syncing and realism as the game industry has only really been making advance game graphics for the past 10 years so its only the beginning

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cardiac_cat

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Edited By cardiac_cat

Im feeling a little "uncanny" myself. "Anyday above ground is a good day."

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ZERO-UNIT

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Edited By ZERO-UNIT

GREAT ARTICLE it looks like those interested could apply the "uncanny valley" theory and make some truly creepy stuff in addition to allowing others to "fix" the problem. I would be interested in seeing how this theory could be exploited.

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pezzer123

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Edited By pezzer123

That stuff is just plain weird, quite confusing.

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bell_103

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Edited By bell_103

GO FEDERER!!!!

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mr_pops238

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Edited By mr_pops238

That guys on crack. Everything in that article is garbage.

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pyroguy305

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Edited By pyroguy305

I really enjoy the stories you guys do like this one. Talking about the things that are not usually talked about. I commend you. Keep up the good work!!

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Darrogamer06

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Edited By Darrogamer06

Good job Carrie on the article, it is good to see you do such interesting reports other than features about the educational side of things like games and the uncanny valley but you are one smart person. As time marches on, games are in a way are becoming more realsitic in terms of graphics and that but in the end, they are not perfect as one or two flaws will still appear within games that make certain character models looks quite clunky and silly in a way and will get criticised for it like you stated in the article. Assassin's Creed by the trailer looks set to be a very beautiful looking game and will carry on what was good about the Prince of Persia series with its unique and wonder animations for the jumps and combat and may get rids of this uncanny valley stuff or it may end up having some aspects of that but we will wait and see.

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Prince_jeffery

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Edited By Prince_jeffery

Superb article. Keep it up!

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kittenofchaos

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Edited By kittenofchaos

Superb article, more of the same please. Any developer worth their salt would exploit the Uncanny Valley and the dissonance it creates when working on projects that pivot on feelings of unease and terror (e.g. Silent Hill, Resident Evil etc...) I would be interested to know if they have considered this in the past and made it a key part of game development.

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djp4jdv

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Edited By djp4jdv

How much longer will it be until the brain can be completely fooled into believing a fabrication? Its hard to accept generated believability unless it has a degree of charicuture to it. Thats why FF: Spirits Within creeped me out, whilst FFVII: Advent Children was easier on the eyes with the portrayal of the characters, if not the portrayal of physics ;)

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Measter_mike

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Edited By Measter_mike

I was thinking exactly the same about Heavy Rain! Scary girl, that one, but it was not her behavior, but rather the lip-sound thingy that bothered me

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Edited By slick_gio

montesol's comment pretty much hit the mark on why some graphics aiming for hyper realism seem a bit off: "Our minds are expecting a lot of exact detail to fit the pattern of a human face, or the pattern of physics, and if something is just slightly off, our mind says "wait, something is wrong. This is unusual" and we react primitively." The "uncanny" effect that plauges some hyper realistic graphics comes as a result of people seeing the human characters as actual humans. I personally don't see designers getting by this hurdle any time soon. As it's allready been mentioned, there are just too many factors that make people realistic. Some of the most noticeable aspects that would probably give the "something's off" feeling would be body language. I don't know how many of you saw "Gothica", but I only saw the trailer and the walk that the girl does seriously tripped me out because it seemed so unnatural. I'd also just like to mention a few things about Heavy Rain. The body movement was dead on and that was the first thing that I noticed. The second thing I noticed was how the face, although it looked very realistic it was that same realism that made it seem off. I subconscious put Mary Smith against the expectations of how a real person's face should look and move instead of simply accepting it within its own graphical style. I can't recall any instance of where I've done that before (nothing was off about Advent Children), but that just goes to show how hyper realism can deter from a gameplay experience. Instead of aiming for human realistic graphics, I'd rather see graphics work within the context and graphic style of a game. I'm thinking something like The Wind Waker where the graphic style immersed the player and everything from the environment to animation made perfect sense together. If I continue for too long I'll start to ramble so I'll just end it by giving you some kudos on the great article Carrie. This is how to elevate the video game genre to that of books or movies ;).

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saugh

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Edited By saugh

Yeah, it was good, intresting stuff

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Smitticus

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Edited By Smitticus

Like gazing into a mirror. When we see someone whom is close to our own alikeness. We either like them or dislike them. I don't see this as news. More as basic communication. Photographers and filmmakers have used this knowlegde for years. Still its good to read this artikel and (again) bring things into focus

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Hellisunreal

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Edited By Hellisunreal

sweeet, nice article, that explains a lot. Though I'm still wondering that some Game designers might purposely like 2 use this "uncaniness".

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Food_Nipple

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Edited By Food_Nipple

Things don't have to be realistic to be great. For example, I think most of the video games today look better than real life. Do they look more realistic? Hell no. That's impossible. However, they are basically cleaner and depict a fantasy that real life just can't compete with.

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anthj5

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Edited By anthj5

Nice, was a good read!

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akif22

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Edited By akif22

weird article. i've never felt unnerved by a realistic looking character.

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kkuanloung

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Edited By kkuanloung

i have no idea wat tis article is trying to say.. i dont get freaked out by every little thing my eyes see as "human-like"... when i see these things i admire them not think to myself "omfg! tat looks like a retard!" its known as technological innovation.. theres nothing wrong watsoever wif any humanoid robots or games.. so wats wrong wif little details tat u see as "look at the tears.. tat dun look rite... it dun look human! im scared mommy!!" its how devs improve.. its still improving.. so wat if it will never look like a real life human being? its not suppose to be one.......

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zlathorn

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Edited By zlathorn

Total crap. You know what I really hate - all that pseudoscience. Sociopaths have asymetric faces. Yeah, right and so does the rest of human population. There is something wrong with this CGI and I am gonna use all those words I learned in college so no one will realize I know nothing of art and character design. And there is Frankenstein monster behind our backs and oh, surprise it looks like badly generated computer graphics. Geez, what's next - an obligatory psycho profile of the characters we play with so we don't get scared of them or, heaven forbid, become like them. Hey, this topic is getting something like "Did I deserve all that money for my education". Sweet.

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Snoot125

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Edited By Snoot125

Interesting stuff GS..... more of the above please. :)

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azliza

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Edited By azliza

[This message was deleted at the request of the original poster]

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whitey3221

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Edited By whitey3221

very interesting.

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blackleech

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Edited By blackleech

I also enjoyed the article. Well, I got a bit bothered by Heavy Rain too - by how the girl's facial expression did not seem to match the emotion in her monologue. I saw someone's comment if 'games were totally realistic' ie. characters in games seemed 100% real. Man I don't think I'll play games like Doom or Mortal Kombat in that case. Probably stick to 'simpler' stuff like the Sims 2.

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Megul

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Edited By Megul

great article i will no be xpectin more

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Evo_Clown

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Edited By Evo_Clown

First I would like to say that this article was great. As videogames become more and more real the uncanny valley will become a greater problem. Of course we learned this from the article, but while reading this article I had two thoughts. The first one was this: good. Some things should always remain, at least to an extent, uncanny. Why? Well, I don't mean to sound all preachy, and this may be the alcohol talking;), but the uncanny valley will be a constant reminder that we are playing something that is an approximation of real life. Sure the uncanny valley is mostly a negative thing( a good example of this would be any of the scenes in the first Spider Man movie when Peter Parker goes into CGI), but in games, ultra realism could be way more disturbing than uncanniness. For example, when GTA San Andreas first came out I was excited and was planning on getting it. However, I watched a friend, who owned it, play it and I changed my mind. It wasn't the violence, I'm quite fond of violence in videogames, but rather it was the dialogue of the characters. Sure it was stereotypical and over the top in its absurdity and vulgarity, but I knew people who talked like that. Therefore it made the environment of the game more realistic. The realistic violence, now salient to me, hit too close to home and I didn't want to play it anymore. Sure some, maybe most, games should get to a point of picture perfect, true to life quality; sports games and dating simulators would greatly benefit. But personally I wouldn't want to play GTA Windy City if the main character was indistinguishable from my brother. Now I'm only talking about realistic violence in games. If this problem is ever solved then it would great in games whose main goal isn't to present you with realistic human blood and gore. [Speaking of the realism of violence in the media if you haven't seen it and if you can stomach modern day black face for two hours you should rent and watch Spike Lee's Bamboozled. It's a hard film to watch, but Spike really presents some interesting questions about desensitization and the possible direction of entertainment.] The second thought I had was that if this could be exploited, this problem could be used as a very effective tool. Take the ending of Metal Gear Solid 2 and the last Codec scenes with Raiden. If MGS 2 had been true to life graphically then I would have been even more disturbed by the antics of the Colonel and Rose. Also by incorporating those nuance things that we just pick up on automatically developers could make a villian extremely disturbing. This, in my opinion, would dramatically enhance the gaming experience. Although I think that true to life graphics are very distant in the future in gaming, I feel that once we get there it will be interesting to see how this uncanny valley will affect the gaming industry. If not corrected it could mean bad news and the industry could suffer. If this uncanny valley is filled then I believe that games could begin to really manipulate our emotions. Before I go I would like to say one thing cartoon blood, gore, and vomit is hilarious, but real death and destruction is not fun nor is it funny at all. It's now ten after two in the morning. My rant is over. Good night.

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