November 2008
- The Future of Quests cruise
- The Future of Quests Siege)
- The Future of Quests Threshold
- The Future of Quests Amanda Walker
- The Future of Quests Marc Bowden
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests Paolo Piselli
- The Future of Quests cruise
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests Tom Hudson
- The Future of Quests Aurel
- The Future of Quests Robert Flesch
- The Future of Quests Nabil Maynard
- The Future of Quests Ricky C
- The Future of Quests Christopher Lloyd
- The Future of Quests cruise
- The Future of Quests John Buehler
- The Future of Quests GAMES)
- The Future of Quests John Buehler
- The Future of Quests GAMES)
- The Future of Quests John Buehler
- The Future of Quests Mike Sellers
- The Future of Quests Michael Hartman
- The Future of Quests Lachek Butalek
- The Future of Quests Threshold
Lachek Butalek wrote:
> \
> * The king of the land charges you, the valiant hero, to stop the
> invading goblin army, for the third time. In return, he promises you a
> great bounty, for the third time.
>
> But the third quest, however superbly generated, will trigger the
> "uncanny" effect. It *seems* to be part of an integral, seamless
> narrative, but to the player it is obviously impossible that the same
> goblin army would attack three times in a week, and that the king should
> happen to possess a whole armoury full of heritage weaponry to hand out.
>
>
I understand what you are saying here, but piggy backing the "Uncanny
Valley" theory here is just not right. There is a good point to be made
here, and it seems like folks are trying to strengthen the point by
connecting it to a trendy concept.
The analogy just doesn't fit, and it doesn't even come close to fitting.
The Uncanny Valley is specifically about the way people react to an
artificial human being made more and more human. A quest is not the
replication of a human. Even in your example, the quest was not
progressively made more human. The third example was a huge step back
even on its face.
I think this is a very interesting and useful topic, but trying to
connect it to the Uncanny Valley theory is just pounding a square peg
through a round hole. - The Future of Quests Damion Schubert
- The Future of Quests Threshold
- The Future of Quests GAMES)
- The Future of Quests Morris Cox
- The Future of Quests Threshold
- The Future of Quests Siege)
- The Future of Quests Threshold
- The historical significance of MUDs Threshold
- The Future of Quests Damion Schubert
- Players are shallow [was: The Future of Quests] Mike Rozak
- The Future of Quests Mike Sellers
- The Future of Quests Damion Schubert
- The Future of Quests Mike Sellers
- The Future of Quests Lachek Butalek
- [Engines] A suitable 2D engine for a virtual world. Sebastian Anthony
- [Engines] A suitable 2D engine for a virtual world. Mr Seb
- [Engines] A suitable 2D engine for a virtual world. Daniel James
- NEWS: MUD 30 years old Matt Cruikshank
- NEWS: MUD 30 years old Michael Hartman
- NEWS: MUD 30 years old Richard A. Bartle