Maria Caliban wrote...
For those of you who are interested in the relationship of a player to their avatar in a game, you might want to know about the concept of embodiment.
Human beings have a flexible mental construct of themselves. classic example: If someone is rear ended while driving, they'll say "He hit me" not "His car hit my car." We've very good at taking up tools and seeing them as extensions of ourselves. This is tied up with proficiency and passiveness in the tool. When I'm driving my car and everything is going well, the car functions as an extension of myself. If the car is having mechanical problems or if I'm someone who doesn't have much experience driving, there's a perceptual gap where I'm much more aware of the car as something other than myself that I'm working with.
It's the same with a keyboard. If someone doesn't use one often, you'll notice they constantly look down, hesitate, and are very slow to type. Someone who's experienced with a keyboard will almost never look at it and while they're typing are almost unaware of the movement of their fingers. Their mind as simply integrated the keyboard into their current concept of self and is now focusing on the larger task.
We see this games as well – not simply RPGs. When the in-game avatar is responsive and it's clear that its actions reflect our control, we see it as an extension of ourselves.
That's embodiment. The next step is symbiosis. Symbiosis is when that avatar does something without our input, but we integrate it into our concept of self anyway. The player perceives something the avatar did on its own as being their action.
Symbiosis is based on embodiment. The human brain is excellent at filtering things from the consciousness. For example, while you're reading this post and others on the BSN, your feet, legs, and body will probably frequently shift position without your conscious desire or even knowledge. While I'm at home, reading a book, I'll sometimes look down to find my cat as curled up on my lap without my realizing it. Someone reaches into a bag of pretzels and realizes there are none left because they ate the last one without being aware of it. Someone tries to remember what they ate for breakfast, but they don't. And they don't remember the drive into work either. You can control your breathing but the majority of the time, it happens automatically.
When I'm playing Dragon Age, click the mouse, and Hawke walks over to a spot, I think "I did that." When Hawke then twirls her swordstaff while standing, I don't think, "Wait, what happened? Why did I just lose control of the character?" It's neatly integrated the experience of being Hawke.
Does this apply to character dialogue? Yes. Some perceive it as a loss of control while others integrate it into the larger experience of playing the character. Some can experience embodiment but can't make the perceptual leap to symbiosis when it comes time to talking.
Cite: Symbiosis - Masquerading Avatar Autonomy as Player Actions by JD Stout.
Thanks for posting this, very informative, I enjoyed reading this and it certainly made me think a bit more about it., My only issue is the possibly implied judgement call that you made at the end that I have bolded that seems to imply folks who have an issue with a VO PC are somehow deficient in the ability to make perceptual leaps to the symbiotic state? Apologies if I am mispresenting you here.
Exile made the same judgement it seems:
It is certainly not the case that people who would prefer not to have a single VO for the PC (Bioware have confirmed that there is only one male and female VO strand for the PC) are in some way less capable that others at embodiment and forming mental connections. I think it cheapens the debate to suggest it might be so. If only people and life were that simpleIn Exile wrote...
No one chooses to do that, any more that people ''choose'' to learn to drive by reflex. It's just how a mental connection forms, and some people are better or more capable at it than others. People see many things as extensions of themselves.
Again, if that is not what Exile and yourself meant, then fine, humble apologies for misunderstanding what you have written.
I can only speak for me personally of course, but I have no issues with a non VO PC as done in DAO - my PC did not feel wooden, I didn't feel they were static during conversations, at times and maybe I am a bit odd here but I could hear the words being typed on the screen echo in my head. Having no VO also allowed me to play different roles and hence the the role I played and "unspoken" voice used could vary.
I don't actually mind the VO PC idea either if its done well.
The possible issue and restriction I see with the VO PC is that it limits role variation because it naturally removes one element there and potentially forces a VO on the player that does not fit with the role they want.
I played and enjoyed ME2 but the VO PC male was particularly limiting and there was only really 2 play throughs there, 1 male and 1 female. The female was a bit more flexible in my opinion, anyway, thats off topic a bit.
Now, I have accepted that the this might also be very likely with DA2 since there is only 1 VO for male and 1 for female. I am basically going to be playing male or female hawke with some minor variation depending on the plot choices made. Hopefully the VO will be a bit more flexible depending on those choices. If thats the case and the VO does not grate audibly, then I am sure I will have no issues getting in role and making that mental connection.
However, there is no denying that a single VO strand per gender for the PC is more limiting than not. Of course, its far too expensive to do multiple VO strands but thats is what you would need if you want to get back to the flexibility of non VO provides.





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