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Inception's Usability Problem

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Re: Inception's Usability Problem

#11
post #7

I'm pushing a lot of film criticisms onto my mind's stack of 'possibly groundless convictions' these days. I keep seeing complaints that a) a good film needs you to 'care' about the characters who must have 'emotional depth' through 'development' b) a good film should not be pre-occupied with 'exposition' or 'explaining' what is happening but... says who? They sound like half-baked ideas that arm-chair movie critics…

Different works of art engage the intellect at different levels, certainly. But the best work at multiple levels simultaneously. Sympathetic characters draw watchers deeper into the movie, at an emotional level, in a way that pure ideas cannot.

Similarly, as a visual medium, showing things happening rather than explaining them has much more impact. Using dialogue (or worse, monologues) to explain something is weak storytelling; it's not making full use of the medium, and won't have the same impact as it could otherwise have. Other exposition techniques, like flashbacks, are often cheap - they can appear to make things momentous not because they're part of a story, but because they have some convenient echo in something jammed in precisely to deliver the echo.

There's much more to good movie-making: lighting, cinematography, and especially the soundscape, as technical elements that both paint beautiful pictures, and draw the viewer into the "realism" of the scene portrayed, usually by subtly overemphasizing reality.

They're definitely not half-baked ideas.

Take Fight Club as a simple example. It's both about adrenaline-pumping aggression and destruction, and a critique of masculinity. If it was only the first, it would be mindless; if it was only the second, it would be dry and boring. By combining the two, you get both juicy entertainment, and food for thought for the masses. Making something properly entertaining - more entertaining for the average viewer than e.g. a philosophy textbook - needs more than just ideas.

Re: Inception's Usability Problem

#12
post #8

Actually I would say the opposite. The film wastes no time talking about how the dream-sharing technology works, there's no Star Trek style technobabble. The audience is simply presented with a world in which this technology is taken for granted, and straight on with the story.

It's the fact it takes the relatively simple concept. 'We are exploring their dreams for data' and pushes it to a unnecessary level of complexity.

A limbo state within a dream, within a dream, within a dream, (within a dream?).

It reminded me of recursion in programming, waiting for it all to unwind.

Not to mention all the rest of the things which just added to the complexity of the whole experience. Don't get me wrong, I enjoyed it and could follow the plot, but it constantly felt like it was adding complexity just for the sake of it, not necessarily improving the experience.

I don't really understand why they had an entire training montage where she learnt to bend the world, experimented with physics, limits of dreams, even taught her some clever tricks such as 'penrose stairs'. Yet, when it came to her utilisation in the film, she was not seen to do anything? (I know she designed the levels, but ultimately her role in doing that seemed to be ignored. I was awaiting her to use her 'amazing skill' to do something great to help save the day.

Re: Inception's Usability Problem

#13
Inception was boring. We all knew the basic setup before the movie, which is fine, but it spends ages explaining minor details like how balance/inner ear sensation is propagated down the levels, yet uses them inconsistently - they're not floating about the snow scene, for example. Yes, I realise these are Comic Book Guy criticisms.

But it wasn't engaging. The dialogue was clichéd, the characters bland, and for a summer action movie it lacked a "crowning moment of awesome".

More than anything though, it felt as if the writers took a good idea and tried to make it complicated (but not too complicated) without any real spark of inspiration. Apart from the reversal or deception going into the deepest level, they were just piling on the layers.

Re: Inception's Usability Problem

#14
"blah blah blah, I'm hella smart but even I was confused."

It was a hollywood movie, not Primer. Nolan had to explain everything well enough for mainstream audiences to get it. From my experience watching the film with several different groups of people, most of whom don't give a damn about sci-fi, he succeeded admirably.

Re: Inception's Usability Problem

#15
post #11
post #7

I'm pushing a lot of film criticisms onto my mind's stack of 'possibly groundless convictions' these days. I keep seeing complaints that a) a good film needs you to 'care' about the characters who must have 'emotional depth' through 'development' b) a good film should not be pre-occupied with 'exposition' or 'explaining' what is happening but... says who? They sound like half-baked ideas that arm-chair movie critics…

Different works of art engage the intellect at different levels, certainly. But the best work at multiple levels simultaneously. Sympathetic characters draw watchers deeper into the movie, at an emotional level, in a way that pure ideas cannot. Similarly, as a visual medium, showing things happening rather than explaining them has much more impact. Using dialogue (or worse, monologues) to explain something is weak st…

"Similarly, as a visual medium, showing things happening rather than explaining them has much more impact."

I agree, but here's one of Hamilton's complaints:

"I'd barely gotten my head around the fundamental framework of the host/architect/subject relationship before I was being told about "totems" that anchor dreamers to the real world and "kicks" that wake them up..."

Nolan showed some of these things visually in the opening sequence before explaining them explicitly when Page was introduced: an architect (Lukas Haas) had introduced himself; we were shown what an architect is supposed to do (the wrong carpet); and we were shown a "kick". I thought these things were fairly intuitive, but it's a good job his script exposited them explicitly, or apparently Hamilton would've been completely lost.

Perhaps sometimes a little weak storytelling is good for the audience.

Re: Inception's Usability Problem

#16
post #8

Actually I would say the opposite. The film wastes no time talking about how the dream-sharing technology works, there's no Star Trek style technobabble. The audience is simply presented with a world in which this technology is taken for granted, and straight on with the story.

I went into the theatre not knowing what to expect. I left dumbstruck, somewhat in doubt of the world. What if I was three levels deep and this wasn't the real world? It was great seeing the viewers dazed, stepping tentatively towards the exit.

Many of these ideas were presented in The Matrix but the "idea" of n-deep illusions was central to Inception. I appreciated the time multiplication, even given the 20x fast brain function bodge.

Why were the acceleration changes only go one layer deep? Perhaps inner ear sensation (balance, acceleration) in the dreamer's world are the only modifiers. It doesn't matter, the construct produced intriguing new effects that I was pleased to experience.

We should be arguing about interesting ramifications. Personally I'd like to believe that Mal was correct and Cobb was dreaming all through the film.

The film reminds me of a couple of Red Dwarf books: http://en.wikipedia.org/wiki/Better_Than_Life (especially) http://en.wikipedia.org/wiki/Last_Human These are definitely worth a read if you are interested in science fiction.

Re: Inception's Usability Problem

#17
post #7

I'm pushing a lot of film criticisms onto my mind's stack of 'possibly groundless convictions' these days. I keep seeing complaints that a) a good film needs you to 'care' about the characters who must have 'emotional depth' through 'development' b) a good film should not be pre-occupied with 'exposition' or 'explaining' what is happening but... says who? They sound like half-baked ideas that arm-chair movie critics…

I'd read a review that said the same thing complaining about lack of character development in the film, but it made sense based on how I interpreted the ending.

--------------SPOILER ALERT--------------------

I think the whole movie was DiCaprio's dream, something he constructed for himself to plant the idea that he didn't have to feel guilty about his wife. Then it would make sense for all the other characters to be shallow because they're just projections of his subconscious and for him to be the only person in the dreams to project their personal lives into the dream. Just my $.02.

----------------END SPOILER-----------------

Re: Inception's Usability Problem

#18
post #16
post #8

Actually I would say the opposite. The film wastes no time talking about how the dream-sharing technology works, there's no Star Trek style technobabble. The audience is simply presented with a world in which this technology is taken for granted, and straight on with the story.

I went into the theatre not knowing what to expect. I left dumbstruck, somewhat in doubt of the world. What if I was three levels deep and this wasn't the real world? It was great seeing the viewers dazed, stepping tentatively towards the exit. Many of these ideas were presented in The Matrix but the "idea" of n-deep illusions was central to Inception. I appreciated the time multiplication, even given the 20x fast br…

It made me think of running VMs inside VMs, except then every layer is 20x slower :-)

Re: Inception's Usability Problem

#19
post #7

I'm pushing a lot of film criticisms onto my mind's stack of 'possibly groundless convictions' these days. I keep seeing complaints that a) a good film needs you to 'care' about the characters who must have 'emotional depth' through 'development' b) a good film should not be pre-occupied with 'exposition' or 'explaining' what is happening but... says who? They sound like half-baked ideas that arm-chair movie critics…

If you expect an orange and get an apple, you're automatically not happy, no matter how tasty the apple is. That's where a lot of criticism comes from.

I found Inception to be a masterpiece. Yes, there was a lot of explanation to do, but it never felt unnatural and was necessary for the mind-blowing climax. Unlike Memento or Mulholland Drive, everything made sense to me right away. And ending the movie with the spinning top was just a genius move, especially since it was so carefully placed right after the intentionally dream-like airport scene. Never has such a static scene held so much tension.

Re: Inception's Usability Problem

#20
post #5
post #2

"In-game tutorials are both hugely important and difficult to pull off, and today's game-designers have gotten pretty clever about putting them together." Disagree heavily. Many of the most complicated games from the past had no tutorials, but people were still able to figure them out. Figuring out was part of the fun in fact. Most people I know simply ignore tutorials. And I can't blame them, because developers tend…

Most new games I see have cleverly disguised the tutorial as the first few levels (probably because everyone skips them). Instead of explicitly introducing concepts, concepts are introduced in-game one by one. There's a gentle ramp-up, and the goal is to have the player unaware that they're playing a tutorial. It's very tricky to get the right balance between teaching and action in the first few levels. Examples of g…

In HL2 the tutorials are really great.

First, there are a lot of mini-tutorials throughout the game with no instructions where you can not advance until you learn some easy skill - like breaking wood with crowbar, shooting a padlock to open a door, putting concrete blocks on a swing for it to rise, etc.

Then, there are cases where you'd want to practice a skill before the using it in battle - like using Magnusson devices to hit striders. You get instructions and a chance to fire it seveal times to get a feeling of its trajectory without having to load the game a dozen times during the real battle.

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