I still have hard times to adhere to his vision, a dedication to drive video games onto a path that is always presented as a trail of what other art forms or medias already are, or do.
His interview in EDGE, way more than one year ago, was already sweating with such ideas, and I already had issues with his claims.
I understand the point of having expressions that do generate emotions, applied to synthetized characters, helps to channel emotions.
A FMV featuring characters with shallow gestures or expressions would fail, as even the moves would not provide a message. They would not "talk" to us.
But do you really need ultra realism? Maybe it could help, but I don't think it's the objective #1.
I think the death of Aerith by the hands of Sephiroth, years ago, made that point fairly clear.
There is a problem with motion capture. I know it's pre-recorded data. Lots of it. Video games should not be about past information. It should be about present and future events.
Otherwise, what you're asking for is nothing more than an evolved FMV, and you want this [http://i2.photobucket.com/albums/y5/albumuser/misc/daedalus.jpg] mixed to that [http://i2.photobucket.com/albums/y5/albumuser/misc/janine-habeck-playboy-playmate-01-l.jpg], with some interactivity [http://i2.photobucket.com/albums/y5/albumuser/misc/ddr-screenshot.jpg].
Mocap only gets interesting when you make it dynamic [http://graphics.cs.ucr.edu/papers/zordan:2005
RM.pdf], as it would answer a wide range of stimuli (pain, joy, concentration, leisure, effort, etc.), or sounds make the by characters or avatars.
The unease caused by artificial humans that are close to, but not entirely, realistic, is often called "the uncanny valley," a term coined by Japanese roboticist Masahiro Mori in 1970. According to Mori's theory, a replica of a human will elicit more empathy the more realistic it is, up until a point where the simulacrum becomes so lifelike that small faults pop out and make it seem uncanny. The "valley" is a dip in a graph that describes the level of familiarity one feels with the simulacrum.
Makes me think that the closer you'd get to the perfect reproduction of the human body and soul, the higher the chances would be you'd get crazy.
But I think the uncanny valley applies to the AI, not the enveloppe.
Does she [http://i2.photobucket.com/albums/y5/albumuser/misc/japanese-sex-robot-790079.jpg] looks uncanny?
What would rebut more would be how bad people could react to machines. It's not that I'm particularily a pro-android guy, but that scene in Animatrix were a bunch of mobs smacked down a robot for just being a robot in human appearance, that was gross. Or grotesque.
Really, I'm not convinced that the uncanny valley applies to visuals. No matter how realistic
looking your
virtual human will be, it will be nothing more than a fake.
I don't think that if that gal [http://i2.photobucket.com/albums/y5/albumuser/misc/final_fantasy_x2.jpg] started smiling or crying in real time, I'd be moved, not if the actions that led to those emulated emotions were meaningless. The context would play much more than the content.
Now, put a near human intelligence in that bag of pixels, and then I say you'd get something uncanny. In fact, you may not even need a realistic looking body for that. The mere idea of talking to an AI that could reply to you and keep the discussion going on, would probably unsettle you a thousand times more than a mass of polys that can "cry".
"If we can make simple scenes from daily life interesting to play, like two people just talking, then we have a whole new world in front of us," he says. "Then we can do anything."
Possibly, but I don't think he's putting the emphasis on the right objective.
There's an important part that makes the difference between an interesting discussion and a boring one: the sentient and intellectual bond that exists between individuals.
This has hardly anything to do with what they look like. What he wants is a humanoid AI, not an empty shell that looks human.