games, opinion

Reaching the Uncanny Valley

December 4 08 / 12.20 | 1 Comment

The most recent post, “Friends Like These”, on Duncan Fyfe’s Hit Self-Destruct concerns itself with the believability and limitations of NPCs. He uses a game that’s fresh in all our minds, Fallout 3, as a means of example, first considering the general NPCs scattered throughout the D.C. Wasteland, and then specifically the various companion NPCs, both human and non, that can accompany the player.

The crux of Fyfe’s argument is such:

Any NPC is believable to a point, and as soon as their scripted routines are disrupted all the flaws become quickly apparent. Bethesda largely prevents that from ever occurring, except, inexplicably, in this case. It’s a technical issue. The companions can’t be programmed to exhibit a convincing array of responses to all the emergent possibilities conceivably generated in an open-world playground. Games aren’t able to simulate human behaviour at the level which Fallout 3 requires to be consistently credible.

This is a point that I’ve personally been struggling with for some time. The question that remains is one I posed to Fyfe: Is this truly a technical restriction or a limitation inherently present in the medium itself?

Let’s imagine, for arguments sake, that we can create a game with perfectly photorealistic graphics. Let’s also imagine that any and all NPCs in said game have somehow been programmed to react realistically and with a full range of responses to anything the player says or does to them. Of course it’s debatable whether or not we’ll ever be able to accomplish either, but this whole scenario is purely hypothetical for a reason.

The characters we interact with in this imaginary futuristic game, will we somehow treat them differently than how we’re inclined to treat NPCs currently? They may be capable of exhibiting a full range of human emotion, but can we actually empathize with them? Or love them? Or hate them?

My guess is no, and that it’s an inherent limitation in gaming. We will continue to recognize that these NPCs, no matter how believable within the confines of the game, are still non-sentient. They may be programmed to have a rich and extensive backstory or to interact in a meaningful and enduring way with the game world or the player’s own story, but we will never consider them even remotely human. It’s because they exist in the world only during the time when we’re actually interacting with them; we don’t really care what they’re doing during the moments we’re not talking to them or during the moments we’re not trotting off together into combat.

I realize it’s probably in poor form to conclude by contradicting myself, but it bears mentioning that we have begun to reach a level of believability, even sympathy, with our NPC interactions, as Fyfe himself points out. How many of us refused to harvest the Little Sisters? Or felt remorse over killing Colossi? Or sought to find the most diplomatic solutions to Fallout 3’s moral quandaries?

Are we all being conditioned in some sort of modernized Milgram experiment? (Not so much Milgram’s hypothesis with regards to the acceptance of authority, but more of the experimental method itself: could a human inflict pain on a completely believable AI?) When will a game developer force us to torture or kill an NPC we’ve grown to “love” over the last fifteen hours of play? We have games in which the player is penalized for acting evilly. When will we have games that punish the player for making a decision that’s morally right?

--Alexandre J. Petraglia

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