Welcome to my most recent tutorial on an issue that's becoming more and more prevalent in the FPSC community since the onset of the graphical updates. The issue is one most people aren't familiar with outside of the robotics industry- It's referred to as the "Uncanny Valley". I hope you enjoy this tutorial
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The uncanny valley is very difficult to understand, and much more so to explain. It can be best described as the point at which we stop empathizing with increasingly lifelike representations.
In laymen's terms, it's that weird, creepy look of a video game character, or in this case, level, that's a little
too real. In recognizing this, we immediately despise it because of how we recognize it. The uncanny valley begins at the point where our minds stop perceiving the subject in question as a graphical representation, or human-like being, and begin to perceive it as an actual human being with something horribly wrong with it. from this point, we stop empathizing with the subject, as it is very unnerving.
In the case of video game levels, it's much the same, but it refers to the graphical quality of the scenery. There comes a point in which it looks like a flawed real-life. Now, I know what you're thinking, and that's that FPSC is nowhere near good-looking enough to create environments consciously mistakable for real life. You're right, but the same isn't true for how FPSC maps can affect our subconscious. That being said, we have to still deal with the uncanny valley.
The most common example of an FPSC map falling into this valley is the typical "overuse of normal map shaders" that we see in all sorts of games. This is also the example that most often goes unnoticed. I'll give an example from SGJB's game- Crime, as well as ertlov's Into the Dark. It looks like wet plastic, but still very real. It's beginning to dip into the uncanny valley. The same is seen with a few other games, I'm sure you know the ones, but I won't name names.
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both screens misuse shaders, and as a result, don't look great
edit- ertlov's uses no normalmap shader, it's a custom, but still illustrates my point.
The best way to fix this issue is by regulating our use of shaders, so they can be used for their specialty. The classic segment shader everyone uses looks great in the Bond1's video, but it's used on flat, clannish metal segments, which can be made good looking with the overglossed appearance that the shader tends to give off as it's used by most. The shaders as used on metal could be the peak. The sweetspot right before we fall into the uncanny valley. This being said, it's clear why a designer, that's not ignorant to this fact, that understands this, will save this shader for flat panel metal.
Another pretty common example is when the quality of the two main screen-elements do not match. This was seen more last year, but still plagues some of the newer users to this very day.
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The two main screen-elements in any FPS are the hud/gun, and the level. In the case of this screenshot, the gun looks like something straight out of call of duty, whereas the map is admittedly lackluster. This creates an uncanny valley because the quality of the gun puts the bland level at the bottom of the pre-valley empathy spectrum, and the lack of quality in the level, pushes the hyper-real gun over the edge, into the uncanny valley, causing a bad looking game all around. This will be easier to understand, if I illustrate it on the actual graph of the uncanny valley.
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red representing the case of the above screenshot, green representing the optimal FPSC game appearance in FPSC's current range of ability.
In conclusion, The best way to avoid the uncanny valley in FPS creator is not by trying to go beyond it, but by trying to not encounter it. To do that, is to recognize that FPSC (nor any other engine) is capable at this point of matching realism, meaning the best way to create an attractive design is to recognize that your goal isn't to mimic reality, but to make a graphical caricature of it. how realistic one makes that caricature is up to that specific designer, based on the circumstance.
Thanks for reading this tutorial. I hope it helps everyone understand some of the less visible, but equally degrading flaws in their work, so that they can be corrected. shootout to everyone whose screenshots I've made examples of. It's not their fault that their maps fall into this category of bad design, it's just something that happens when people become great designers, and try to push the boundaries further than the limitations of the current status of the game design industry allow. Every great dev has fallen into the uncanny valley at some point, and I'm just making examples of great devs experiencing the growing pains associated with becoming AWESOME DEVS.