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Many judged Microsoft's press conference to be the triumph of E3 -- with a slick television-oriented presentation
that showcased promising games and appealing new tech. Of course, the most
talked-about part of the conference was the public debut of the company's
Project Natal, its wand-free, camera-based motion control peripheral.
Shane Kim, Microsoft's corporate VP of
strategy and business development for its interactive entertainment business,
spoke with Gamasutra at the show on how he sees Project Natal as a relaunch for
the Xbox 360 console -- and the challenges of attracting new consumers to the
fold is not lost on him. After all, the company called its New Xbox Experience,
which drastically changed the system's interface, a relaunch too.
But it's not just about Natal,
of course. Microsoft's strategy also, much more quietly, grows in the form of Joy Ride, the first free-to-play,
pay-for-items console game to be launched in the West.
Navigating from its
current market -- where success is built upon a sea of hardcore gamers -- toward
a future of growth for the platform is difficult. It's hinged on opening
it up with software approaches and peripherals both, and here Kim offers his
take on how Microsoft will handle that change.
Brandon
Sheffield: What do you think of the Sony motion control offering? What's your
opinion?
SK: Well, you know, obviously they haven't
shared too much information with us yet, but Project Natal isn't about Sony or
Nintendo. It goes well beyond anything either of them is doing. If we had
created a physical motion controller, I think it would have been easy to
question our approach and say, "Okay, are you guys just being derivative
of what Nintendo's doing with Wii."
Project Natal
goes well beyond that. It's full body gesture, full scale tracking, 3D depth
sensors so you move around in space, facial recognition, voice recognition -- I
mean, it's much more complex hardware and software behind it.
So, you know, it's really not about what
those guys are doing, but for us, we really focus on, "How do we break
down the barriers that prevent people from enjoying all the great stuff that we
have to offer?" Not only on Xbox 360 and Xbox Live, but from the industry
as a whole. So, this isn't about how do we get more casual players; it's how do
we get more people just to participate in everything we do.
BS:
One thing about Natal that's been interesting to hear people talk about is -- some
people, mostly perhaps enthusiast press, are saying things like, "Well,
how would you do a first-person shooter on it? It would just look stupid."
But maybe the point is that you're not supposed to make a first-person
shooter for that; you can just use a controller for that.
SK: Yeah. I don't want to rule anything
out, Brandon, because I think there are people out there who will figure out, I
mean, much the same way that people said, "Hey, there will never be great
first-person shooters on the console period," right?
BS:
Right.
SK: That's not the case anymore. So, I
always believe in the power of creators to adapt and adopt new technology in
creative experiences we haven't thought about. I do think they will be able to
enhance core game functionality, and there will be people who figure out how to
create great core games with Natal,
but I do think we're going to create experiences and games that haven't been
imagined before, that haven't been possible before.
BS:
I'm definitely curious to know how much of what was shown in the video of Natal
before the actual live demo, what percentage of that is real, and what
percentage of that is concepts of things you would like to happen.
SK: Well, you know, I actually don't know
the specific answer. I think a lot of it conceptual, what we hope to be real,
right, at launch?
BS:
Yeah.
SK: It was all not about gaming either,
right?
BS:
Right.
SK: You've got your friends there, and
you're dressing your avatar... that's a completely plausible scenario, right?
Will that be real, actually -- will someone do that when we launch? We'll see.
But the ability to digitize objects? That's the kind of stuff that we
absolutely expect to be real.
BS:
It seems like with this skateboard-scanning scenario, that's some hardcore
technology to be able to do that and extract a background and actually make
skateboard scanning. That was one that stuck out for me, like, "That one
would be tough."
SK: It's like Milo
-- I mean, the piece of paper with the drawing.
BS:
Right, that's true.
SK: That would be scanned in, too. So,
look, I agree that those are the tough challenges that we have to solve, but
that's why the power of Natal
is not about the hardware. The power is actually in the software. That's where
the magic happens.
BS:
Yeah, I'm really curious to see how that Milo thing goes, considering -- I mean,
you obviously can't have thousands of different ways of saying every name that
exists.
SK: It will take time to build the
vocabulary, you know, right? And so forth. But the promise is there,
absolutely. The promise is there.
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MS makes the wave and forces everyone to swim along with it: bring something "just a bit" innovative and you can't be seen by height of their wave, produce something half baked and you are far behind.
Now, bring in new Zune integration from day 1 to make it worth it to own for every X360 owner.
The questions for me are: 1) how precise is the detection and 2) does the system differentiate between each finger as well? Fully articulated hand gestures will be a lot more easy to leverage and engage gameplay with than less precise, non-digit full body gestures. Also, full body gestures will be much more physical in nature (good only to a point) and so prone to exhaustion sooner (imagine Wii boxing fatigue x10).
First, of course we can only go by current interviews but I believe either Peter Molyneux or another Xbox rep said in an interview (possibly Kotaku) that it could register your fingers if the software designer wanted to.
Second, exhaustion is something that would have to be left up to testing/game design.
One thing I want to add though, no where have I seen anyone say anything about the 360 controller not able to be used during the camera work. Theoretically you could use an actual baseball bat as you play the next MLB game, or use a 360 controller as a "hand gun" with the trigger button as you stealth around your living room. I've been taken in by the hype of eye-toy-like cameras before but I am looking forward to seeing what Natal can do and, more importantly, what designers do with it.
As long as one finger doesn't hide another, I guess "yes".
So either there's a processor in the camera device or the xbox360 would need to sacrifice some performance.
According to several reports NATAL will have and use its own processor. So basically no sacrifice of performance.
http://xbox360.ign.com/articles/991/991348p1.html
This stuff is all really cool if it's "real," but it would be so easy to fake that I'm not going to believe it without seeing a more convincing demo. It's in such an early stage that the character doesn't understand a lot of what's said to him anyway, so while I don't want to say it's crap and it'll never work, even MS is telling us that it's not ready yet, and that makes it even more likely that the demo is faked. It's just too soon to say what this will become without wildly speculating and projecting what we hope it will be onto what we're actually seeing.
There is a point where it doesn't matter how flashy, or gadgety they can be, none of it matters if it isn't reliable. None of it matters if I don't like how your treating me.
I would rather play backgammon on an old wooden board.
1. Project Natal should be compatible with the existing Xbox 360s, coz I have one, I dont wanna buy an Elite now (lol)
2. Hope they have a dev kit for the XNA developers too