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It can be a strange concept
to wrap your head around. When you read a romantic book, your response
is as much due to your past experience with romance as it is to the
contents of the book. It is very likely that another person, one who
has led an unnaturally lonely life, might read the same book and not
be moved at all.
As a traditional author, your
goal is to describe experiences that are relevant or highly correlated
with experiences that your audience might possess. This is one very
powerful technique for creating meaningful, emotional impactful media.
This isn’t anything new. Much of what game artists and writers do
involves the creation of relevant stimuli.. All those detailed graphics,
booming sound effects and cliched story lines? That’s relevant
stimuli, baby.
Technology: According
to our little theory and building up on the lessons of emotional memories,
you can predict the characteristics of highly effective relevant stimuli:
- Detailed:
The more detailed you can be, the more likely you’ll light up a rich
network of nodes.
- Personal:
The more you can get someone to empathize with an experience, the more
likely they’ll link it to their own personal memories.
Bacchus doesn’t rely on plot
or well-rendered NPCs for its relevant stimuli. Instead
it focuses on making the fantastical ‘spiritual’ experiences in
the game personally relevant and highly detailed.
The detail comes in the form
of traditional imagery and sound effects that references common culturally
relevant spiritual symbols. The ornate costumes worn by the player
avatars are intentionally laden with various religious icons, glowing
colors, angel wings, etc. The choral sounds are intended
to recall childhood experiences with church choirs or even pop culture
representations of spirituality found in movies or on TV.
Movies and books are typically
limited to piling on the detail and hoping that it strikes a chord.
Games have the opportunity to make all these details much more personal
and relevant to the moment at hand.
The primary technique you see
in Bacchus is known as "avatar mapping", where the player's actions are
mapped onto an in-game character. It stops being about watching
a costumed religions icon and much more about interacting and participating
on a personal level with a religious situation.
- Capturing
movement data: In the next twenty years it should be feasible to
build high dynamic range digital cameras that take crisp 20 megapixel
shots at high framerates. Add in range-finding technology, a beefy
processor and some multi-person image processing software and you have
a system capable of tracking the subtle movements of an entire crowd
in real time. Simple versions of this are already happening with
the hardware like the EyeToy or Nintendo Wii-mote.
- Mapping
movements onto an avatar: All that detailed movement information
can be mapped onto a 3D model in real-time. This technology exists
today and will only get better. Check out the video below and
extrapolate the fidelity that will be possible a decade or two into
the future.
- Voice mapping:
Just as your visuals can be altered, so can your voice. When a hundred
people yell out the same phrase in a crowded room full of pumping noise,
the computer isolates a single voice. That single voice is converted
to text, timing, inflections, emphasis and volume information.
It is broken down its components and reconstituted. If an
old man wishes to sound like a young boy, a middle aged woman, or a
monster ripped from the studios of Hollywood, all it takes is the flip
of digital switch. You talk and someone else instantly says your
words.
All this is a crapshoot.
If I’m lucky, I’ll actually trigger the recall of an actual spiritual
experience.
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