Jio said he did not like the cartoony look. Too much like WOW. I’m on the fence. …
Yeah, it is kind of cartoony. I sort of like it. I think it’s as much inspired by Guild Wars 2 as WoW. But there’s something going on here that is very powerful for those of us who like to emote at a game table and talk in funny voices. It’s called SOEmote, and it was released by the Everquest 2 team when I wasn’t looking:
With a webcam and a little calibration, your toon can now convey your facial expressions to other players. This is powerful stuff, stuff that would be welcome in any virtual tabletop game, I think. Below is David Georgeson demoing both face tracking and something they call Voice Fonts.
That’s pretty cool, but what does it have to do with the game looking cartoony? I attended a talk once about something called “affect” with regard to animations and user interfaces. The idea of affect is to just give elements of a computer interface some animated movement of the sort that makes humans think it’s alive and thinking.
One of the worst possible examples of this is Clippy, that animated sentient paper clip in Office that kept giving you annoying advice. The thing about it is that, on the level of being affective, Clippy was successful. One of the reasons that he was so irritating is that he seemed to be alive. In fact, he seemed to be that guy who is always bothering you with advice you didn’t need and didn’t want. And you couldn’t make him go away!
So success on the whole “make you think it’s alive” front, but not so much on the “he’s a useful paper clip to have around” front. We’d probably be far more inclined to ask computers questions if they responded to a summons with a grumpy, “What do you want now?!”
As a quantifiable function of physiology, then, the concept of affect has a potentially essentializing and universalising role in its application to cultural critique. But at the same time, affect retains a dimension of contingency, because the term is derived from theories of consciousness that refuse the Cartesian dualism of the mind/body split.
Affect is of the body, but the body is conjoined with mind, and the entire organism is understood to be entangled with its cultural contexts. So, while any specific affective response is particular to the moment and the person who is having the experience, affect can also be theorized at the level of the collective if it is taken into account that cultural conditions have a normative function that may exclude certain modes of response from collective models. Affect is particularly applicable to the online art environment, where relationships between body and mind are fraught, and where dynamics between individuals and collectives are both immersive and politicized.
Whew! Running that through Tolly’s Translator of Academese I get … well let me quote Eddie Izzard:
It’s seventy percent what you look like, twenty percent what you sound like, and ten percent what you say.
That’s a bit better. Affect is how you move, on a not quite conscious level. Affect is how you stand, how your head is forward or back, your shoulders slumped or square, your spine curved or straight, your brow furrowed a little or not. It both reflects your mood and influences it. There’s an immense volume of communication there, and face tracking will capture more of it. This is particularly important on the current internet, since most of that 90 percent that isn’t “what you say” is lost. With face tracking, less will be lost. Characters will seem more like real “people”, even though they look, in a static picture more cartoony. (I’m not sure Voice Fonts will add all that much on top of voice chat, but it sounds fun.)
In a medium where lots of interaction information is lost, e.g. an online RPG, the information that is transmitted will probably get amplified. So scowls will be more scowlier, smiles bigger, and gnome voices squeakier and ogre voices dopier (and deeper).
All of this is live on Everquest 2 right now, and will be included in EQNext. I didn’t know that. Serves me right for sleeping so long.