Gameplay's Uncanny Valley

GamerNode's Eddie Inzauto writes:
"Many of us are familiar with the uncanny valley -- the idea that at a certain point, the more closely the visual representation of humans resembles reality, the more objectionable minor discrepancies will become until this "valley" (as seen on a line graph) of repulsion is passed. Since its original postulation, which was applied to humanoid robots, the hypothesis has been expanded to cover CG character design in film and videogames, and even the virtual worlds constructed for those mediums. But can this concept also apply to gameplay mechanics that aim to recreate the complexity of real-world behavior and interaction, or that aim to emulate other games that exist outside of the virtual realm?"

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DaTruth3035d ago (Edited 3035d ago )

Yes, I was very repulsed when I saw the uncanny valley between Gears of War's 2D fire and real life fire! j/k