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GS:
How long did the development of LiveMove itself take?
WY: Oh, about three months.
GS: That seems really fast!
WY: Well we have tons of technology in-house already. That’s
why I said this is a detour for us. We didn’t do this for
a living! We do this because we believe in Wii. We believe in Wii’s
approach, and we’re passionate about people creating new
genres. The game world is getting boring. There are just not enough
new genres. We basically did this for fun.
GS: Your main business is AI, so you modified your AI
approach to teach the Wii remote?
WY: Yes. More like adapt, but yes.
GS: Do you think something like this would be feasible
for the PS3 Sixaxis controller as well?
WY: (laughs) This is tough for me! Ken (Kutaragi) is also a friend
of mine. I mean…it was a cakewalk even for Wii – the
PS3 would be even easier. I feel that the idea of using this analog
control came from Nintendo. So that’s that. I’ll stop
right there. I respect Ken, and he’s been a friend of mine
for a long time. And AiLive is a commercial company, so we would
do this with anybody, but I think the first attempt of bringing
this natural control to the game player is from Nintendo. We should
give credit where credit is due.
GS: So do independent developers apply for LiveMove through
Nintendo, or through you?
WY: Right now they get it from Nintendo, but they can get it from
us too. The reason they can get it from both places is that Nintendo
acquired a bunch of licenses, just for control. But once Nintendo
runs out of those assets, you can get it from us. Even before.
We’ll let Nintendo control that first though, until they
exhaust those licenses.
So I guess the answer to your question is “yes.” Nintendo
grabbing a bunch of licenses is more out of convenience of allocation
for them.
GS: How many people have shown interest so far in LiveMove?
WY: We sent out I think 400 in the first two days.
GS: I guess that’s pretty good! Were they mostly
small companies, or big ones as well?
WY: I think there are companies you’ve never heard of, but
also a who’s who of the industry.
GS: Do you have any estimates for how much time and money
this would save developers in terms of prototyping and control?
WY: I think tons of effort, first of all. Second of all, I think
some things aren’t even possible using traditional coding.
Don’t underestimate the work here. The Wii remote is really
capable of operating in five dimensions. If you’re really
using them all, it’s capable of five dimensions, not only
X, Y, and Z, but also the speed, and the force. Combined with some
other
digital buttons, it’s actually more than five dimensions.
So if you really have an interesting idea, you may not be able
to code it at all. But also the prototyping saves a lot of time
and money, because you don’t have to force people to code
before you can test things.
GS: Do you think this would ever translate to people being
able to develop games themselves, like home development?
WY: Well, we did it! We did that (Balloon Pop) ourselves in less
than an hour. That’s the reason why I hope LiveMove will
create new genres, casual games, combined with electronic download.
GS: Can you say what kind of code it outputs?
WY: It basically outputs a brain with the data. Literally an AI
brain.
GS: That’s hard for me to get my mind around.
WY: Just think about sticking a human brain into the remote. After
it learns, it remembers, and understands what he wants. Once he
understands what he wants, the player is playing with the AI brain,
giving it the data it wants, or not. So the AI brain interacts
with the game code.
GS: That’s interesting.
WY: It’s fun! And we can actually put thousands of those
AI brains in game characters. But it’s not traditional so-called
game AI. Part of my discipline is artificial intelligence. Traditional
game AI, for artificial intelligence people, it’s really
not AI, it’s really more mechanics. So if you take the idea
of game AI and think of sticking that into what AiLive does, you
will get it wrong. But if you think of artificial intelligence
literally, you’ll get it right.
GS: How did you keep the cost so low for this?
WY: Ah, well the truth is this tool is almost sold as a give away.
It’s one or two day's of an engineer’s salary basically,
so it’s almost a give away. But we did
that because we believe in the power of these peoples’ creativity.
We really want to rally those people who have creative ideas but
who
might be
outside the industry. And one way to rally those people is to give
them the ability to try out their ideas. For the price, basically
two people looked at each other, shrugged, and said “all
right.”
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