November 2008
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On Fri, Nov 28, 2008 at 2:01 PM, Eric Lee (GAMES) <elee@microsoft.com> wrote:
> Anyone want to offer a technical term to describe the phenomenon of procedurally-generated
> quests being really easy for players to spot, and said quests quickly becoming the object of
> scorn and ridicule because they're *trying* to act like they have real emotional content in them
> but it's painfully apparent to everyone that it's not genuine emotion?
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.
--
Zach Collins (Siege)
"If code can be speech, then software can be art." - The Future of Quests Threshold
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