If all media are somewhat autobiographical, then all games express something about the society the designer lives in.
The moment this becomes interesting, is when games dare to ask some of the hardest questions imaginable.
Continue reading “Heavy subjects, and video games”
The word authenticity, has become so integrated into the language of our everyday lives, that there is a preconceived understanding of the word, despite the concept itself being abstract and without a clear-cut definition.
A rock band can be authentic. So can an expensive wine from a specific region. And so can the jeans we wear or the yogurt we eat for breakfast. These things are all wildly different in nature, and yet they all claim to be the same exact thing: Authentic.
Continue reading “Essay: Can Independent Games be Authentic?”
Psychologist Sigmund Freud came up with the idea of the “uncanny” in 1919.
The uncanny is a specific emotion of fear that is experienced when something isn’t quite as it should be. Like a taxidermied animal, or an antique doll.
In 1970, roboticist Masahiro Mori warned that robots could indeed also provoke these negative feelings of unease, if they appeared too human. Based on these findings, Mori introduced the theory of the uncanny valley, depicting a drop of attraction towards the animate object, after it achieved human features. This unsettling feeling will – according to Mori – only disappear when the robot is completely indistinguishable to an actual living human being.
But is the uncanny valley theory likewise applicable to animated digital characters, like the ones found in animation movies and video games? Continue reading “When are Animated Characters Uncanny?”