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  Microsoft's Future Begins Now: Shane Kim Speaks
by Brandon Sheffield, Kris Graft [Business/Marketing, Design, Interview]
13 comments Share on Twitter Share on Facebook RSS
 
 
June 16, 2009 Article Start Previous Page 2 of 5 Next
 

BS: I definitely think it's an intriguing device. I was doing an interview recently with Jenova Chen from thatgamecompany. You know, they do flOw and Flower and all that. And basically, he was talking about how he envisions that in the future, you won't actually need a controller to play games, and you'll be able to have facial recognition, and your friends will see you moving as you would move, and then a couple weeks later, there's this. It's kind of interesting. I wonder what someone like Chen would be able to do with it.

SK: Well, it would be a great follow-up thing to, you know, go back to him now and say, "Okay, you've seen the Natal stuff. What do you think?"



BS: One thing that I found funny from Sony's press conference was the claim of Final Fantasy XIV being a PS3 exclusive when it's also showing up on a Microsoft platform, PC. [laughs] What is the importance of an exclusive nowadays? Does that even matter anymore?

SK: Well, I still think exclusive content is really important. First of all, in games, we've said for a long time that a key part of our strategy with Xbox 360 was a level third-party playing field. Now we've effectively done that with Metal Gear Solid coming to the Xbox 360.

The economics are such that third parties also have to support multiple platforms, and you can't ignore Xbox 360. It's the second leading platform. It's too much of a business-driver to just be focused on a single platform if you're not a first party. So, it's up to the first parties to deliver the bulk of the exclusive game content.

Now, we're having success with third parties because we can still get exclusive downloadable content, because of the service we've built with Live and the business we've been able to generate for third-party publishers there. But I also think we have to broaden our definition of exclusive content, now. It has to include things like Xbox Live, because I do think Xbox Live is a real competitive differentiator for us.

And now Project Natal is going to be an exclusive thing, too. And so, we feel good about how that's shaping up, but it's really not about relying on third parties, because I don't think that that is sustainable, as we've proven. And it's up to each of us to differentiate on our own.

Kris Graft: If I could jump in before we get totally off Project Natal -- what is the third-party publishers' reaction been to it? A lot of them probably just officially found out about it this week, right?

SK: That's not true. Actually, we took it on the road a couple months ago to show our third-party partners.

KG: Okay. So, how's the reaction, then?

SK: They've been super positive. And that was important for us, because that was the first time we disclosed it publicly, if you will, to people outside of Microsoft. You know, when you're so close to it, you sometimes don't know how great it is or isn't.

And we all thought we had some magic on our hands here, but it wasn't until we went on the road to show third parties -- and we showed people outside of the industry, which is how Steven Spielberg got involved in it as well -- and they validated sort of that Spider Sense that we had about what we potentially could create with Project Natal.

In this week, we shipped development kits to people, so they will get their hands on those and start to imagine and design experiences that are specifically centered around Natal functionality.

KG: When you told them, like you called them up on the phone, "Hey, this is Xbox. We want to show you a new camera for games." Is there any apprehension about that or skepticism?

SK: That's not how it works.

KG: Okay. [laughs]

SK: As a platform owner -- at least what Microsoft does, I don't know about the other guys -- we have very extensive and close relationships with third parties, so we go to visit them very regularly. So, we did those in the context of one of those regular road trips.

So, it wasn't like, "Hey, we've got something new to show you." But as part of those visits -- it was to an exclusive group, you have to keep in mind, because we were trying to keep this under wraps as much as possible, and I think we did a pretty good job of that -- we showed them in the context of that. It wasn't like, "Hey," we chatted on the phone, "Guess what, John Riccitiello? We've got this cool..." you know.

 
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Comments

Anatoly Ropotov
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Kim has an awesome vision and this interview is really enjoyable.

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.

Mike Lopez
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"We know where your shoulder is, we know where your hand is, where your elbow is. That's just math. "



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).

Matt Ponton
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"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.

Kouga Saejima
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"does the system differentiate between each finger as well?"



As long as one finger doesn't hide another, I guess "yes".

Sander van Rossen
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What would/is the cpu usage for Natal on the xbox360? Processing all these images most certainly won't be free..

So either there's a processor in the camera device or the xbox360 would need to sacrifice some performance.

Kouga Saejima
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@ Sander van Rossen



According to several reports NATAL will have and use its own processor. So basically no sacrifice of performance.

William Swaney
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So he can't even say how much of it was faked? "Conceptual" :) We'll be waiting a long time for this to come to market.

Bob McIntyre
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Oh, I'll save you the trouble and tell you right now. It was pretty much all fake, scripted, conceptual, or however you want to phrase it. Especially that whole Milo thing, that was pure make-believe. Then again, I don't think they were trying to fool anyone into thinking Milo was real; they had Molyneux up there, and that guy is the industry leader for talking about cool things that aren't really going to ship.

Sean Francis-Lyon
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3rd parties have gotten to test Milo live and while it is not everything Molyneux would lead you to believe, it certainly was not all scripted. IGN had an article on it:



http://xbox360.ign.com/articles/991/991348p1.html

Kouga Saejima
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Not all but enough to question it.

Bob McIntyre
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I guess it just seems pretty unimpressive because it doesn't really seem to do the cool stuff. For example, Milo picks out your shirt color. That's really easy to do, because you can guess that their shirt is in the top part of the screen, you have an RGB readout, and you have the depth value, so it's just a quick color-average of a chunk of pixels. Or he greets you by name when you say your name, step back, and step forward again. That's cool if it's "real," but that's also very easy to hard-code. If there had been five people who gave their names and stepped back, then stepped up in a random order and Milo still recognized their faces, that would be something, because that implies he's not just hearing a name and then using that name to greet the next person who steps up.



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.

John Petersen
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I don't care how innovative they think they're being. There's only one way to get me to go back to a 360, and that's to give me one. (The one I deserved to have had replaced for free, but never was)



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.

Elvis Fernandes
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It was a really good interview, but I wish for these things to come true

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


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