Posts Tagged ‘avatar’

I had this great idea for a competition…

A couple of days ago I told a blogger that goes by the name ‘Pink Jellybaby‘  that I’d like to re-do her avatar (which features a pink jellybaby under an cocktail umbrella, on a beach). It sounded like a lot of fun, tearing open a bag of jelly babies, and leaving only the pink ones undevoured. Tearing limb from limb, rending head from boy — a true jelly baby genocide.

But then I got thinking… why should I re-do her avatar? Why shouldn’t it be some other blogger’s? Maybe another blogger has an even greater name with even more interesting possibilities for an avatar or logo.

So I’m going to hold a competition, to see which blogger gets their name (or blog’s theme) interpreted by me, the photographer. If you blog about emo relationship problems, I’ll create some kind of morbid montage — but if your blog is about shiny, happy things (what are the chances?) I’ll try my best to embody that in a photo of… happy things!

I don’t quite know what form the competition will take, but I’ll try to get it finalised for later today.

Oh, I’m also working on some cool bar of photos that will scroll across the top of my blog… I’m sure you’ll notice it when I get it working. Happy Friday!

The competition! Or: ‘Make Sebastian Suffer’

Finally I’ve got around to banging out the details of the competition. Sorry about the delay! You can see the fruit of my labour across the top of every page though! Please let me know if it doesn’t work, and if so, which browser you’re using. If you’re reading this in Google Reader or something, do me a favour and click through to my blog — it’s quite pretty, really!

Anyway, the competition — to start with, here’s the prize:

I, Sebastian, will ingeniously craft some kind of avatar (or logo), for your use online. The interpretation of your name and/or blog used to create said avatar (or logo) is left to my sole discretion. In all honesty, it might be completely awful but there’s an outside chance that it might be really awesome**.

This competition is open to anyone but I am the only person that will be choosing the winner. Upon choosing the winner, I will do my best to dig around your blog/online presence and create a photo (or some kind of digital amalgam) that I think embodies the soul and spirit of you.

The prize will be awarded to you in the form of a high-quality image that you can use freely, as long as the attribution to me is preserved. Always wanted a funky new header image for your blog? Or a BODACIOUS avatar to use on forums or when commenting on other blogs?! This is your chance! Perhaps your only chance! (Unless it goes really well, then I might do it again)

So what’s the competition? How do I win?

(You can tell I haven’t really thought this through…)

You must, in 100 words or less, tell me what you feel most passionately about.

It can be something you love, or perhaps something you hate, fear or abhor. You can leave it in a comment, or you can send it privately.

I’m not really going to penalise you if you use more than 100 words (but I do love being arbitrary; it’ll force you to use long words like a German!), but try to be short and punchy — everyone likes short and punchy. The contest will end when I feel like it; probably in a week or two, depending on how many entrants there are. You have plenty of time to choose those 100 perfect words that best describe your most passionate feeling!

Good luck to all that enter! And good luck to me…

** There’s a real chance that I’m going to totally fail, but I will try my very best to make something you’d be happy to use publically.

Emotional avatars in virtual worlds

Apologies for the long-winded title; it’s actually quite hard to find a subject that gets right to the point. This isn’t about triggering a particular emotion in gamers — not directly, at least. It’s also not about how ‘emotional’ gaming can be — we already know that playing games can be an intense experience that can warrant a massive gamut of emotions.

This entry’s about your avatar — your character, the model that represents you — and the emotions that it can, or as the case may be, cannot display.

Emotions have long played a vital role in communication and human interaction. We smile and raise our shoulders a little when we’re happy; we frown and slump when we’re sad — these emotional keys are a form of communication in their own right: body language!

Beyond subtle muscle shifts we also have emotive reactions that we’re less aware of: we blush when we’re embarrassed or caught lying; we raise our voice in anger or petulance. Most importantly though are the muscles groups on our face: the flaring or contraction of our lips and eyes, the furrowing or raising of the brow — each of these actions, or reactions, are ‘programmed in’ genetically and almost impossible to alter. It’s these same minute movements that we’re (often unconsciously) reading in the face of whoever we’re talking to. It’s these tiny twitches in someone else’s face or body language that can trigger our own involuntary responses: that momentary curl of the lip might be all the indication you need to run away quickly.

This ‘hunt for emotion’ as we communicate with other people is so ingrained that online communication has always felt a little… distant. Internet veterans are cautious, aware that without body language their words can easily be misconstrued. Newbies often blunder, forgetting that no one can see the ironic smile on their face. There’s a reason emoticons :-) , *asterisks*, CAPSLOCK and _underscores_ exist: to convey emotion! It’s clunky and slow compared to body language or facial expressions but it’s the best that we have.

Why, twenty years after the first text-based world, are we still communicating with such basic tools? Some early games like LegendMUD had ways to inflect mood into your conversation through expansion of the verb sets (’say alts’) but since then… nothing. In graphical virtual worlds a couple of games have tried to incorporate moods (notably Star Wars: Galaxies and EverQuest2) but still they were still primarily low-tech text-only executions, toggles: /angry, /sad, /afraid, or parsing exclamations and queries.

Why are we still running around in virtual worlds with emotionless, gormless avatars? In single-player games it’s almost the state of the art, the bleeding edge! ‘More realistic than ever before!’ the developers cry. What makes the games more realistic? Interaction with the game world: physics and realistic NPCs, or in the case of virtual worlds, other player avatars. You only need to look at the success of LittleBigPlanet — a very simple platformer with oodles of delicious detail and bucket loads of charm and a very diverse emotion system.

For a market segment that generates almost all of its appeal (and revenue) from the immersive quality of virtual worlds it’s amazing that there isn’t yet a virtual world that has the power to model emotions through various facial expressions and body poses. You could even go one step further from the toggle system and parse complex emotions like sadness, apprehension and lust out of chat. Then there’s the character state itself: in battle your avatar would grimace upon being hit; a healer would smile upon saving a party member.

Are we simply being held back by World of Warcraft’s ancient graphics engine? Surely it’s time for realistic, immersive emotions in virtual worlds.

Further Reading

Thoughtful Tuesday: Immersion in the real world

The crew of the Nebuchadnezzar in The Matrix (first film)[These 'thoughtful' posts are usually much more free-form and a-wandering than my other blog entries. You are more than welcome to jump in and finish a particular train of thought, or challenge something you think is false. This is as much about me getting my head around something as it is for you! You probably want to read yesterday's entry on 'Single-Player Immersion' before you read this.]

We know that our imagination is powerful — it is as powerful or more so than actual reality. Sure, it can’t physically take us places, but do people really claim that being scared by a horror film isn’t equivalent to being attacked by a knife-wielding maniac? (OK, don’t think about that one too much — just go with it!) And then there’s the matter of time-travel: our imagination can take us back in time! Through the media of books, films and games our infinitesimally short life-span can be expanded and extended to include different places and worlds from throughout history. Magical.

Why though must all of these virtual worlds exist outside the realm of reality? Can you imagine ‘losing yourself’ in the contemporary world — while reading the morning paper? No. You lose yourself while reading about the culture and creepy rites of Ancient Egypt. You readily find yourself escaping to alternate realities where vampires and undead exist, roaming and scheming under the cover of darkness. After that scene in The Matrix, did you stop to consider if it really is air that you’re breathing? I did.

Why can’t we be immersed in real life? Why can’t we attack and question our surroundings in real life with the same fervor?

A quick change of tack: yesterday, I mentioned how immersion can also occur to groups of people. The obvious examples here are table-top role-playing games (Dungeons & Dragons and the like), Internet forums and online games. This ‘multi-player shared reality’ is nearly always cooperative, towards some common goal. They take the same form as real-life teams and groups, only… they are virtual. Or rather, their sphere of influence is virtual (though their real-world impact can be quite significant too — some people get married in a virtual world,  and later in real life too).  The inhabitants of these shared, imagined illusions are avatars, projections of one’s self upon the fundament of a virtual world.

This won’t make a lot of sense if you’ve never been part of such a shared reality, but take my word for it: community and social bonds form a lot more readily in virtual spaces. It’s like… necessity throws people together, and somehow… it sticks. Not entirely without conflict, but generally these communities stick it out. This might be stretching it a little, but it’s a little like arranged marriages: you are thrown together, perhaps against your will, but for a variety of external reasons, you are compelled to try your best. Without other choices available, you are forced to survive and succeed (not a bad thing, really?) Those of us in the West look on in disgust at these teenagers being married off without their consent. We think our system is so much better. But their system does seem to work, no?

Anyway

My point is this: if you think you’ve been immersed in a book or film or game, it is nothing compared to group immersion. It is nothing compared to running around with other people that also think they’re vampires or piloting the same spaceship as you. It’s nothing compared to working together with hundreds or thousands of like-minded friends in an online virtual world.  By sharing the world with others, your imagination is being validated. By occupying the same world as someone else, it’s no longer ‘imaginary’ or ‘just in your head’, it’s actually — holy shit! — real.

FarmVille logo -- copyright Zynga Inc.!So what about FarmVille? It’s a primitive game, sure, but it is a virtual world; a world full of rosy-cheeked, benevolent farmers that spend half their time harvesting, and the other half helping out other farmers. The level of immersion (or ‘gameness?) is limited at the moment, but I wouldn’t be surprised if the ability to group up with other farmers appeared soon. And that then is only one step away from building a town in the middle of a clutch of farms… and then cities and counties and…

Why can’t we be as immersed in real life? What stops us from enacting our imagination in reality? Is it just merely fear of failure? Or… something else?

I’m looking for a real-world analogy here, and again I’m thinking of the New World, America. A bunch of individuals lumped together in a new, harsh environment where the only way out of trouble (and death!)  is teamwork. Are we simply ’stuck’ here in the mundanity of real life because there is no necessity to try any harder?

I am just trying to work out why it feels so damn good to form a group in an online game and work together towards a common goal. I wonder why we so rarely do it in real life. Why is it every man for himself in London, while we readily cooperate in virtual worlds?

Historically, were we more immersed? When it was harder to survive and teamwork was a necessity, did we have to become more involved? I wonder if we need something dramatic like another war to force us back into our own lives, and our own world.