The uncanny valley requires something to be very close to human but be off in some way that a person can't immediately put their finger on, but knows is wrong.
We're talking about things just being bipedal with two arms, a head on top, and eyes/nose/mouth generally arranged in the same configuration. That's not even close to the uncanny valley.
You're ascribing negative attributes and motives to a whole range of developers and artists without even so much as an interview to back your claim up. I think that's a pretty crappy way to look at the world!
You mention sympathy towards characters. First, highly unaffected by physical traits, and mostly affected by psychological traits, but most importantly, to attain any kind of sympathy based on physical aspect you'd need the characters to look even remotely human. For instances, most of H.R. Gigger's
Alien designs are bipedal, yet they generate no more empathy towards them then, say,
something like this,
this or even
this.
In order to generate empathy through their physical appearance they'd have to be remarkably similar to humans, which brings us to the uncanny valley effect. And yes, I know what it was, the robot experience, but the important thing is the underlying concept they explained, the cognitive contrast effect.
That said, allow me to emphasize how unimportant physical appearance is:
Here's
Shia LaBeouf portraying Transformers' protagonist Sam Witwicky, a perfectly average (by Hollywood standards) teenager. This is a character that physically, we can all relate to, some more than others, but nonetheless, he's a teenage human being with all the body parts we have. It's easier to empathize with a brick. He's shallower than a tea spoon, profoundly stupid, and... Just generally unlikable. The movie itself is one of the biggest pieces of crap Hollywood has ever produced, and that lead character is nothing if not the pivotal point of all the failure. There's absolutely no way to relate to him because despite looking perfectly human his behavior is ridiculous. Replace him with a cardboard cut out and NOTHING changes.
Cue
Wall-E a
CARTOON ROBOT THAT CAN'T EVEN TALK. Physically he's very "unrelatable" isn't he? He's made of metal, he has tank threads for legs, and... Well... He's a robot... Yet, he's an amazing character that very easily generates empathy. You'll finish the movie liking a silly cartoon robot more than the aforementioned perfectly human dickberk. Because of the way he behaves. He evokes and displays more real emotions in 10 minutes, by himself, without so much as a word, than Shia does throughout the entire Transformers abortion.
If you want another example look into
Carl Fredericksen. A 76 year old cartoon man who is a better, more relatable and interest action hero, a better protagonist, than most action heroes to ever be created.
So no, physical aspect matters next to nothing towards creating empathy, it's the psychological aspects, the characterization, that matter. If the writing is good you'll empathize with the characters whether they're human, robots, aliens, or cardboard boxes. Call it what you will, but this is simply lazy art direction. Or lazy game design in general. Depends on who ordered who to do that.
You're ascribing negative attributes and motives to a whole range of developers and artists without even so much as an interview to back your claim up. I think that's a pretty crappy way to look at the world!
I'm ascribing negative attributes and motives based on logical theories, based on empirical evidence and academical knowledge, as explained above. You're basing it on...?
Cheers.