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At a
SIGGRAPH 2005's session devoted entirely to the game industry, a panel
of notable developers discussed the future of gaming, focusing
specifically on third-party peripherals and the world beyond the
hand-held game controller.
Interfaces
have always been an important part of gaming, said moderator Alex Pham
of the LA Times, from the one-button Atari joystick to the complex
driving wheels, bongo drums, and dance pads of today's market. With
games like Karaoke Revolution and Gran Turismo 4 leading
more and more people to purchase hardware accessories that enhance
their gameplay experience, one begins to wonder just what the future of
game controllers might look like.
The
first half of the session consisted of game and controller
demonstrations by the various speakers; the second half of the session
was a moderated Q&A.
PART 1: Demos
Electronic Arts
Henry
LaBounta and Habib Zargarpur, senior developers at EA with backgrounds
in live action special effects, kicked off the demos by showing off the
potential of next generation consoles.
EA's Fight Night
title for the PS3 led the fray, with LaBounta showing real-time
rendered in-game footage which, in HD and at 720p, looked almost
pre-rendered. The detail was terrific - as one boxer struck the other,
a slo-mo close-up showed a real-time "ripple" moving through the
boxer's cheek, and dynamic sweat particles flying from the
accurately-modeled pores on his face This was achieved using EA's
proprietary facial texture capture system.
Zargarpur next showed off Need for Speed: Most Wanted,
for Xbox 360, again in HD at 720p. Real-time views of the car racing
action easily looked as good as pre-rendered CG from earlier systems,
and an in-game fly-though showed off developer features such as dynamic
time of day, real-time lighting and shadows, real-time particle
effects, and other next-gen candy that wowed the crowd.
Harmonix Music Systems
The first peripheral-based demo came from Greg LoPiccolo of Harmonix Music Systems, the studio behind rhythm games Frequency and Amplitude. The game is called Guitar Hero, a guitar-simulation music game, and it's played with a plastic guitar, complete with five "frets," a strum bar, and a warbler.
The game is essentially an American re-imagining of Japanese title Guitar Freaks,
in which the player hits notes in time with the game's musical and
visual cues. However, Harmonix has changed things around, adopting the
look of previous Harmonix games, so that notes come from space toward
camera, rather than moving vertically on screen. This approach left
room for an on-screen avatar to rock the virtual stage as LoPiccolo
jammed to "Ziggy Stardust."
Sony Computer Entertainment America
The
most interesting of the demos came from Richard Marks, Manager of
Special Projects at Sony Computer Entertainment America, and involved
his increasingly popular EyeToy.
The
first demo highlighted a "View Tracking" system that allows the EyeToy
to adjust the in-game camera based on movements of the player's head in
space. Marks played a first-person shooter for the audience, and when
his character came to a corner, he was able to "duck" his head around
for a brief peek at his opponent. View Tracking uses about 25% of the
CPU power of a PS2, Marks said - but less than 1% of the power of the
PS3.
The
second demo featured a gestural interface in which the EyeToy tracks
and translates a user's hand motions, based on simple color keying.
Holding a simple wedge of neon-colored Styrofoam in his hand, Marks was
able to select and rotate objects in the game, effectively turning his
hand into a spatial mouse. In addition to eliminating the need for
gloves or other devices, he noted that this allows the EyeToy to track
multiple objects at once, allowing for two-handed gestural control and
other gameplay innovations.
Logitech
Logitech's
Fred Swan, responsible for designing and marketing the company's game
controllers, next showed off Logitech's GT Driving Force Pro Steering
Wheel, designed specifically for use with Gran Turismo 4. As he
operated the physically accurate wheel - engineered to 900 degrees of
rotation, like a real steering wheel - and accompanying foot pedals, he
noted that Logitech had worked closely with Polyphony (maker of GT4) for over two years to develop a controller that would be truly form-fitted to the game. He added that using the wheel to play GT4
not only makes the game more fun and intuitive, but also adds an
element of realism that is impossible to achieve with a standard
dual-shock controller.
Konami
Lastly,
Michael McHale, Senior Producer at Konami Digital Entertainment, showed
off a number of Konami's forthcoming rhythm games, including the next
installments in the Karaoke Revolution and Dance Dance Revolution franchises.
McHale first showed off the forthcoming U.S. release of Beatmania, the popular Japanese DJ Simulation game in which players match sound samples to the beat per visual cues, via a unique turntable-and-keys controller.
He next showed off DDR Extreme 2,
the fourth DDR title for the PS2, played via the classic four-arrow
dance pad with the optional addition of the EyeToy. The dance pad is
unique, Marks said, in that it functions for both entertainment and
exercise, via the game's increasingly popular "Diet Mode." (He noted
that DDR is currently being brought into schools in West Virginia as
part of an obesity management program.)
Lastly, McHale ran a demo of Karaoke Revolution Party, a follow-up to previous Karaoke Revolution
games in which the pitch of a player's singing is judged via a
peripheral microphone. For the grand finale, McHale showed a new game
mode in which the microphone, the dance pad, and EyeToy are all used
simultaneously, allowing a player to dance and sing while appearing on
enormous TV screens within the game.
Part II: Panel Discussion
After the demos, moderator Pham kicked off the discussion portion of the event with a series of questions for the panel.
The questions and responses below have been paraphrased for readability.
Mod: Let's get started. What makes a great game controller?
McHale (Konami):
Well, it's good to have a standard controller, like the dual shock
controller or the Xbox controller. Alternate controllers like the
microphone or dance pad certainly have their place though. These tend
to be more intuitive for people to use, and have alternate functions
too, such as exercise. So I guess a well-designed controller is
something that has many uses, or that provides new ways to interact
with an existing game.
Swan (Logitech):
Like Mike said, good controllers are intuitive. The steering wheel is a
good example. People are familiar with this interface - no explanation
needed. A really good game controller resonates with the user right off
the shelf - they see it and know what it's gonna be used for. A great
controller transforms a game experience to something really compelling
and immersive.
LoPiccolo (Harmonix):
It's also worth drawing a distinction between general purpose abstract
controllers, like the dual shock controller, and specific-use
controllers such as the guitar. Guitar Hero feels great when
you play it with this plastic guitar, but the same game feels lame when
you play it with the dual-shock. So in some regards it depends on the
game.
Marks (SCEA):
What's interesting is that there are some interfaces that kids use all
by themselves, regardless of whether there's a game attached - like
magic wands and light sabers. So how much cooler would it be if you
could hook that light saber up to a video game and actually become a
Jedi knight.
Mod: What are some of the risks and benefits of releasing a game that requires its own special controller?
Marks (SCEA):
The big risk is that it adds cost to the game. A camera or microphone
is something people can see as being repeatedly useful. but with more
unique peripherals, people wonder if the controller will be useful for
anything beyond the single experience, and this might make them
hesitant to buy either the controller or the game. An idea
like "Digi-Scents" [a recent scent-releasing interface] is interesting,
but very niche and ultimately a riskier product.
LaBounta (EA):
It's true, big companies like EA want to develop products that can work
for multiple games, and to be able to develop multiple titles to match
the product.
Swan (Logitech):
Remember that you generally have to enter into a relationship with
another company to do a hardware/software combination product. Hardware
development involves issues that differ from software development -
longer lead times, forecasting issues, different kinds of business
relationships, and so on.
McHale (Konami):
You do have to go into a niche project like that carefully - with lots
of market testing, and so on. You don't want to end up with a warehouse
full of extra peripherals. But you also have to stick with it once you
commit to the idea. We shipped only 10,000 dance pads for the original
PlayStation, but over time we've developed an install base of several
million pads. As a result, it's now much easier to sell the DDR software.
Mod:
Let's talk about the PS2's dual-shock controller - the best-selling
game peripheral of all time. What are some of its strengths and
weaknesses?
McHale (Konami):
It's certainly a complicated controller compared to, say, the
one-button joystick of the Atari 2600. Complexity might be a necessity
for today's games, which themselves are quite complicated. but the
learning curve of something like the dual shock can be a barrier of
entry for many people. So, we need to have easy-entry controllers for
casual players, and more complex controllers for the hard-core gamers.
Swan (Logitech):
The dual shock controller is like any technology, which takes time to
penetrate the culture and eventually become common. People who use
computer keyboards from early in life tend to be natural typists as
adults. The same type of physical memory develops with game
controllers. In this respect, standardization is very important - it's
important to stay consistent over time.
LoPiccolo (Harmonix):
The dual-shock controller does have a reputation for being
intimidating, but mostly to older people who don't play games. So once
the old folks die off, everyone remaining should feel comfortable with
dual shock style controllers! In terms of drawbacks - we need a
standardized way to do easy text editing with game controllers.
Zargarpur (EA):
One unexpected benefit of the dual-shock is the degree to which
developers themselves can use it to do their work. [He loads up a demo
of "ICE," the in-camera editor used in Need for Speed: Most Wanted.
He then uses the dual shock controller to create an in-game cinematic,
by first playing the game, then picking a series of cameras, cut
points, and real-time lighting set-ups.] With these two sticks, this
controller is almost more appropriate for 3D work than a mouse and
keyboard.
Mod: What do you think are the key components of a next-generation gaming experience?
LaBounta (EA):
Displays are going to be critical. I'd love to see a truly immersive 3D
display, capable of giving a player a virtual reality experience
without all the messy goggles and wires. HD-R displays are really cool
too - I love the idea of looking at a TV and feeling like you're
actually looking out a window upon a real scene. And ultimately,
anything you can do to get people off their couch and get them active
has to be good!
Marks (SCEA): Well at Sony we're working on taking the EyeToy into 3-dimensions..
[At
this point he narrated the audience through another demo, in which he
used hand gestures to cast magical spells via a dimensional "force
field" - a virtual plane located about one foot in front of the player.
Only the person crossing the threshold of the plane was able to cast
magic - a second person standing in the background was not recognized
by the camera.]
[He
continued the EyeToy demo by showing an idea for a virtual potter's
wheel, in which the user rotated their hands around an imaginary lathe
to create 3D pottery. In a third demo, he showed how the console could
move a group of butterflies both in front of and behind the image of a
player, tracking the position and occlusion of a colored ball.]
[Lastly, he showed a Matrix-style
bullet-dodging game, in which the player physically leaned in various
directions to avoid bullets coming at his on-screen character.]
Mod: OK. How about voice interfaces? Will we be seeing these in games anytime soon?
Swan (Logitech): Well, we're on our way. It started with SOCOM.
But the concept of creating a world where the game understands
everything you say and where every character has enough AI to be able
to respond intelligently is a huge challenge. Especially when you
consider the sheer length and open-ended nature of the average game.
Marks (SCEA):
Voice recognition, from a technological standpoint, is not that hard.
We'll be able to understand phoneme strings very soon. It's
understanding meaning and context that's really the challenge.
McHale (Konami):
Yeah, there are a lot of issues. People have different accents,
different dialects. and players get frustrated when the game doesn't
understand what they're trying to say.
LaBounta (EA): It can be daunting just to localize menu systems. think what a huge undertaking it would be to do this with spoken language!
Zargarpur (EA): And then magnify the problem again by all the complications of huge online games. we've got a ways to go on this one.
Mod: Last question. We're at the world's biggest graphics conference, but let me ask you this: are graphics really important to games?
McHale (Konami):
Games are looking great today, and games certainly have to have great
visuals to be successful in this era, but good gameplay is what matters
the most.
LaBounta (EA):
Gameplay is of course important, but an immersive experience includes
strong graphics. Games actually still look quite bad in my opinion - we
have a lot of room to improve in terms of cinematic quality. One reason
people loved SSX3 was because of our successful combination of good gameplay and beautiful visuals.
McHale (Konami):
You're right, you do have to deliver the full package. The game
industry is learning a lot from the film industry right now, especially
in terms of cinematography, lighting..
LoPiccolo (Harmonix):
Yes. And as our graphical tools continue to converge, game developers
will increasingly be able to use intuitive, professional animation
tools to create great-looking game graphics with a more reasonable
amount of work.
Zargarpur (EA): Graphics-wise, it doesn't take a lot for your mind to get sucked into a game - gameplay is king, and Pong
is the proof. But as graphics get more and more advanced, our minds get
further immersed in the experience. Still, as Greg says, it will be
great when we can stop thinking quite so much about graphics and move
back into thinking about gameplay.
Mod: Thank you all for your time.
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