In a computer game or on-line virtual world, an “Avatar” is a representation of you. For example, Mario and Lara Croft are avatars, because they are supposed to be you in the game world – on a psychological level the idea is that they are doing what you would do if you were a mustachioed plumber or a superhero chick in each game’s respective fantasy world.
This is in contrast to a “Non-player character”, which simulates other people in the fantasy world. Like all those nice people you run over with your car (or who get out of the way just in time) in Grand Theft Auto. Or the undead fiends who run at you and try to eat you before you blow them away in Doom and its many progeny. Those are all NPC’s. You don’t control them because they are not representations of you.
Avatars – representions in a game of oneself – are powerful, but I’ve always found them to be a bit problematic. There is something uncanny about them. Yes, I understand that is supposed to be “me” in the computer, but it’s also a thing that’s clearly not alive – in some ways it’s more like the little car or thimble that you march around a Monopoly board than like a representation of self.
I got into a conversation today about what would be the perfect avatar. I mean in an ideal virtual world in which there were no technology limitations. Let’s say it’s fifty years in the future – the year 2058 – and you are playing a computer game. By then games will have moved way beyond the technical hurdles of today, such as realistic simulation of human movement, or accurate speech recognition. In this future game world, what should your game avatar be like?
I would argue that the ideal is what you’d get if you had an actual trained actor – a real human being – there in your computer. The actor could have super powers, if that’s what the game called for, but the important thing is that he/she would be able take stage directions flawlessly.
For example, if I’m racing through the city of Metropolis, in the middle of chasing after Bizarro Superman, and then I realize that it’s getting late, and that I have to get to the bank vault before it closes to retrieve my stash of purple Kryptonite, I would probably want my avatar to look at his watch with concern, and convincingly portray somebody who is genuinely worried that he might not make it to the bank on time.
Today’s avatars do nothing like this. They will do what you tell them to, but they never convincingly express an impression of humanity, a sense that “this is me in this game world, feeling all of the feelings I would feel at this point”.
I’m not suggesting that we will get to the point where avatars will become indistinguishable from real people. What I’m saying is that as a design target, as something to shoot for while we continue to develop these curious virtual creatures, the figure we should keep in mind to guide us is a real person – a trained actor – trying their best to follow our narrative direction while expressing the appropriate emotions.
When I am able to buy into my avatar’s performance – his performance as me – the way I now suspend my disbelief while watching a great actor in a movie, then I think games will start to engage us and to move us in new and far more powerful ways.