Inside of a dog it's too dark to read...
So, I was reading this, and it got me to thinking about game genres that haven't been discovered yet.
I'm thinking that there's a huge untapped genre of social-interaction games. People are social creatures, but currently the only real outlet for this in the gaming world requires you to interact with other humans (generally, 13-year-old twits, although I think that's starting to change).
ICO is a good example (albeit an extremely limited one) of what's possible in the social-interaction genre. Your relationship with Yorda is what makes that game compelling. We, as humans, like to interact with other beings, and a game that can truly evoke this social response has yet to be written (I'm discounting the glorified chat rooms that are MMOs, as the interaction is with other players, not the game itself).
It'll be interesting to see whether any game designer is able to achieve this in my lifetime - the problem is that designers keep trying to capture human interactions, which is exceedingly difficult to do.
That said, I wonder what might happen if if a designer really put their mind to (for example) emulating a dog companion in a game. It's certainly an easier task than emulating a human being - would they generate the same social response? Having spent many hours playing WoW with a computer-generated companion, I can attest to the fact that after escaping some tense situations, I've felt genuine affection for my little helper demon. And this is for a creature that basically has a single canned animation loop and two commands: "Attack that monster", and "Stop". Now imagine if that creature could:
- react when hurt
- run to you for protection
- leap to your aid
- mourn/emote when you are lost or hurt, or get excited/happy when it sees you, or you bring it food or something similar.
- learn simple tasks (bark when monsters come near, etc)
- exhibit various natural behaviors (sniffing, scratching, hunting for food, whatever)
