Today I’ve been posting a lot and on a lot of different subjects. As I was doing this I started to feel very empathetic with the whole situation gaming companies seem to be in. Beyond the empires fighting empires in the corporate universe there is this issue of Aesthetics.
The term Uncanny Valley crops up a lot regarding Japanese robots. Japan has a huge elderly population and may address the caretaking of that population with robotic caretakers. While Americans have expressed hostility to the robot recently, Europe and Asia has been more ambivalent.
The Uncanny Valley is mostly discussed in this circumstance of AI. However, it really is situated around Aesthetics. That is, how comfortable and acceptable something appears to us. While much of that is subjective, some things remain constant. The first of these is appearance.
In robotic the more nearly something appears human the more likely people are uncomfortable with it. In art the more nearly something is real-to-like, like a Vermeer painting, the more people feel frustrated as to whether or not to regard it as art at all.
Vermeer paints are extremely life-like. However, as the pictures are so perfectly picturesque the question has been ask, “Is this art?” I seem something similar emerging in games.
When video games first began a ‘good game’ largely meant that there weren’t any bugs in it. Then a good game was the art, relative to all of the other art around it. ALL of the gaming art until recently has been pretty thoroughly stylized. That means in one form or another gaming art has remained either manga, anime, or comic book style art.
In the 90s this kind of gaming art became challenged. You would see attempts at ‘realistic’ portrayals of an environment, a person, etc. Today, games like Mass Effect, Second Life, Blue Mars, Titan Fall, Battlefield, Tomb Raider and practically the whole of the mainstream gaming genre has gone toward ‘realism’.
Guild Wars 2, World of Warcraft, and many other games which are attempting to supply us with a uniqueness amongst the products of the gaming industry seem to have slipped into an Uncanny Valley.
Characters in Guild Wars are wearing clothing which is from several very distinct styles. Largely these are: Classical European, Medieval European, Swashbuckler (1700s fantasy) European, Steampunk, and some curious form of Magi-tech/Cyberpunk. Mesmers get their own uniqueness of pop-queen and weirdo.
Further, the character models themselves are stylized. However, there is this left over sense from Guild Wars 1 that characters are supposed to feel ‘realistic’ or some how approaching ‘realism’.
I think what has happened is that players sense the potential to be personally self-expressive with all of the potential real life has to offer, here displayed in some game medium, but then are not allowed to do it for no discernible reason. Asura absolutely get the most adorable hair. Why can’t my sylvari have cute asian bangs? Why? Why do human’s all seem to be racially white and only one specific body build of white? I don’t weight 116 pounds (52 kg) plus in real life? This big breasted monstrosity I am given to chose barely different features from does not represent me? So I go sylvari… It’s physically more like myself.
This is just one of many examples where game chosen aesthetic direction classes with the industrial normative and sensed actualization of a potential realism.
In other words… I feel many players, myself included, keep expecting to discover we will one day look like heroes from history and mythology. Certainly, that was there in Guild Wars 1, with a bit of fantasy spice added on. Characters felt alive and radiant and unique. They felt like something plucked from an imagined Platonic Atlantis, Greece, some kind of Egyptian mythos and aesthetic, or some kind of Arabic, Chinese, Japanese, Korean (Dwarves), origin. The ‘world’ of reality was right there, all the time, just touched up, modernized in places, and stylized.
By contrast something about Guild Wars feels ‘uncanny’. I believe it is that the artistic direction swung into some blind-spot or no-longer-visited region of the social narrative. Rather like real life humans who have access to the internet have a rough common-narrative I suspect that stories, to be accessible, and whatever aesthetic of artistic expression that goes with it must also have this common-narrative: A common-consciousness.
Guild Wars 2, the rage by the player base, Anet’s many confusing actions and seeming in ability to communicate with potential subscribers, and those already subscribed I really do believe has less to do with Anet than some odd social-void in our imaginations. It my also be that the syntactical format of that common-narrative somehow is hardened against mixing certain myths / historical aesthetics together.