Susan Arendt said:
Thanks for Failing
Looking back on two of the year's interesting failures.
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I'm also glad for games like these. Perhaps for different reasons, though.
LA Noire was hoping so much to grab people through their sense of sight (see also: the glut of 3D everything).
Rise of Nightmares was hoping to pull people in through their kinesthetic senses (see also: other motion controls)
Touch and sight are our two most sensitive... err... senses. They are probably our most important (sight alone accounts for 80% of the information we process each day), too.
But that also means they are the hardest to fool.
The "divide and conquer" principle doesn't apply here. A successful illusion has to feed the false information to
several senses at the same time for the brain to believe it. It's why I don't believe an article claiming we've found aliens when none of the other major news outlets aren't corroborating.
Developers have a tendency to view people as technological constructs, such that if you can fool one of the inputs, you can change the output. But consider the written word... it has the ability to stir emotions of all sorts that are very real, and those emotions can
override our senses. Yet there's no visual or tactile or auditory trickery. You can't fool the senses as easily as you can fool the
mind, but you can only fool the mind if you use the right tricks.
(Another example? Police dogs. People try everything in the world to fool the dogs into not smelling the drugs. It doesn't work. The ones that succeed? They fool
the handler into thinking the dog is smelling the wrong thing -- maybe by hiding the drugs in a burger or something. Choose the right one to target, and you can fool the whole set.)
Both of these games put forth a valiant effort, really as good as anyone could expect, and in doing so I feel they've proven that our general inability to "fool the senses" with some of this stuff isn't about the
technology but about our
technique.