Moving to Kinect the Dots of Motion Gaming

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tjspeirs

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Sony's Move and Microsoft's Kinect have been on my mind since they were announced, and not for any good reasons. I wrote a very lengthy essay on the subject, so for the sake of space, I'll put it in spoiler tags.

Think back to 2006, when the Wii was first released, and we were all getting our first taste of motion controlled gaming. While you were playing those games, were you thinking, "This is so great, I bet Sony and Microsoft will release their own motion controllable games within five years!" as you haplessly swung your Wiimote attempting to hit a digital golf ball only to see your armless, legless grinning-like-he's-catatonic avatar flailing between half it's backswing and lining up the shot as if it was taught golf by Charles Barkley?

Yeah, me neither.

Besides the technical inabilities, it was just set up to be Nintendo's thing while Sony and Microsoft did their HD thing. But then Nintendo had to screw things up by making billions of dollars, so here we are, four years later, and we have been formally introduced to those very things, both with their respective names carefully crafted by the marketing departments of their respective companies, both with their respective visual similarities in form and in play, both with their respective questionable functionality. Sony will have the 'Move', and Microsoft the 'Kinect'.

Hold on, wait, wait. Look, before you stop reading, I'm not going to go on about 'casual gaming destroying the video game industry!' because I just don't feel that way. "Casual gaming" isn't something that can go away, and really, if it somehow did, gaming overall would be negatively affected. I have nothing against 'casual gamers' either ('casual' being a branding that I have come to hate, if you couldn't tell). I'm becoming much more of an infrequent player myself. The last game I bought was Final Fantasy XIII, which was a serious mistake, but also many months ago. I understand not being able to play games frequently, especially ones as long and difficult as most that are made today (which is a different subject). The reason I continue to play games, even if only occasionally, is that I have had great experiences through them. Maybe the story of a game intrigued me, maybe my friends and I teamed up to reach a great accomplishment, maybe I was dropped into a foreign, alien, nigh inexplicable world and left to simply explore, and, sometimes, maybe I just blew some shit up. These are experiences I want other people, including and especially those that have been branded 'casual gamers', to have. This is where my issues with the Kinect and the Move come about. When I see a commercial like the one shown for the Kinect before this past E3 for products like the games provided for it and the Move, I see hollow, soulless, pointless experiences, ones nearly identical to the majority of those provided on the Wii.

Naturally, this brings about the question, 'What is it about these games that makes them so hollow?' Answering that would require dissecting these video games, and that can be quite a mountain. To find an applicable mold to make that mountain into molehills as any good proverb following person would do, I will refer to "The Art of Game Design: A Book Of Lenses" written by Jesse Schell, a book I highly recommend to anyone interested in game design. In it, he says that games have four essential elements: Aesthetics, the sights and sounds of the game; Mechanics, all the gameplay; Story, the plot and characters; Technology, the inner workings. Pretty self explanatory. Going from the bottom up, each element is more visible to the player, with Mechanics and Story on about equal visibility, giving this layout.



Now we can change the question to something much more managable, specifically, 'What can be said about these four elements for any typical Wii shovelware game?' Easily the biggest factor is that these games have absolutely no Story. There are no characters (only ever avatars) and not even a hint of a plot. That is an entire quarter of the elements immediately eliminated. The Aesthetics are always extremely simple, with smooth modeling, usually bright colors with uniform lighting, and happy cheery avatars and the typical things to make the game seem appropriate for a party, with nothing even the slightest bit offensive. The aesthetics do their job, but are not important enough to have any real effort put into them or have a unique overall style. But hey, games are all about gameplay, right? Well, for these games, the mechanics all center around the player performing certain motions, and generally these games have fallen into two categories: "sports" or "party" games. If it's a sports game, you'll be throwing or swinging the controller in a manner kinda sorta similar to, what, cricket? Nobody understands cricket. No matter what sport it is, these motions won't get any more complex then they are initially, they won't build on themselves. That is more than can be said for it's sister category. What exactly entails a "party" game? It can mean any damn thing at all. Before you know it, you'll be flailing around like an idiot in a myriad of possible ways, and while they might build on themselves, there will rarely be any rule or rhyme to these motions. In both cases, there's never anything close to a puzzle and there are hardly ever any surprises.

These are games whose success defy explanation. They are void of any story; they have mechanics that grow stale and repetitive; they have uniform aesthetics that do nothing more than fill their quota. The entirety of their massive commercial consummation can be attributed to the only remaining element. The idea of a game console with technology able to 'detect your movements' was the determining factor in making these flash-in-the-pan games the commercial winners of this video game console generation, but only when combined with family-oriented marketing. It really is quite ingenious: the typical stereotypes that have been pigeonholed as the target audience for these games ("soccer moms", "grandma", etc.) won't ever play these games long enough to make the technological aspects of these games visible. They'll only play long enough for the mechanics to become visible, and commonly not every aspect of even them.

For most people that have any sort of experience with or knowledge of video games, this combination is also exactly where the problem lies. This was a technology so new that these games had to be tech demos, and tech demos are thoroughly inadequate for introducing people brought in by that implemented marketing technique. They come in bright eyed and curious about a strange new medium of expression and capability, and are given these shallow tech demos. These first few games they were to play are some of the most important, and instead of having simple to play games that give a sense of growth, learning, and accomplishment with a clear, achievable goal, and with stories that give backbone and meaning, and aesthetics that assist immersion or at least are nice to look at, these games had you just swing tennis rackets and golf clubs. Now comes the Kinect and the Move, and they just have you flail around to Gwen God-Damn Stefani. There is no evolution in the Move or the Kinect. They don't do anything the Wii hasn't done already, despite four years having passed. Just because these are new physical interfaces (and yet simultaneously not new) doesn't mean these aren't motion controlled games that introductions aren't needed for, especially considering how similar they play.

Despite all this, I'm not blind. I know they saw Nintendo printing money and got all jealous. Even from a marketing standpoint, these devices make no sense. Everything they're trying to do to sell units won't hold up. Sony wants to attract 'hardcore g--' ...the traditional audience by offering games like Killzone 3 and SOCOM 4, yet, the majority of the traditional audience, believe it or not, aren't stupid gun-dorks who pop for any FPS thrown at them. While the Move may have Killzone 3 and SOCOM 4, every other game for the damn thing is virtually identical to games that are on the Wii, games that the traditional audience has already rejected. Microsoft wants to attract a whole new audience, one never previously interested in motion controlled gaming, by offering the Kinect's unique physical interface... one that has been shown to be very picky, having trouble detecting some motions and being nearly inoperable when a player is wearing dark clothing. That isn't something that will fly under the radar. They both appear to be targeting people interested in the Wii that never got one by offering sports and fitness games. For one, is there anyone that still fits that description? Regardless, the majority of the people that wanted a Wii but never got one were probably deterred by the price, and both of these new options are add-ons to expensive HD-focused consoles not meant to do motion gaming. If $270 was too much to spend before (the approximate price for a Wii and one extra Wiimote with a MotionPlus and one extra Nunchuk), there's no way this ethereal group of people will pay the $400 needed for a PS3 and the Move bundle. Microsoft says they make it easier because you'd only need one Kinect, but that still brings the minimum price to around $300, which is, in fact, greater than $270.

It's as if Sony and Microsoft are taking the Wii's codename as clairvoyance, as if the Wii was some kind of gift from the heavens, the Wiimote a modern Excalibur of commercial sales. The primary reason Nintendo is kicking monetary ass is primarily from multiple pieces of hardware. The Wii did actually suffer from low stock in 2006, and alone didn't sell too much. When the Balance Board was released in 2007, only one year later, requiring purchase of the Wii, Nintendo really hit the big bucks. Eventually, it did wane from the public's eyes, and in 2009 the MotionPlus was released, finally providing what we thought the Wii was going to be from the beginning while rejuvenating sales. This created something of a hills-and-valleys map of Nintendo's hardware sales, with extraordinarily high hills and not too low of valleys. Well, to put all the hardware on the graph, there would be hills and valleys, and one straight line above the highest hill, representing the juggernaut that is the DS, a console without any actual competition that has continually sold millions around the globe. I hope Microsoft and Sony don't expect their single pieces of cash-in rip-off hardware to bring them the same success, because it just won't.

Sony and Microsoft, here's a thought from the small part of my brain that can think in marketing terms: what if the games you published for your new tech were designed to make these previous infrequent or even one-time customers into repeat customers? We all know the Wii sold five hundred billion units -- the great majority of which were thrown in the old broom closet after three months never to be touched again. Wouldn't it actually be more profitable for developers, for retailers, and maybe, just maybe for you publishers too, to make these games of just the slightest higher quality in order to try to get people to say, "Ya know, we should try another a these vidja game thingers, cause this one was so much fun!"?

That's what's missing in these games. The fun. Fun is so far down on the list of priorities for these games that 'options for stupid worthless plastic clip-on accessories' and 'possible increase in popularity of Gwen Sta-fuckin-fani' are measured, analyzed, and profitized twenty spots before the most important question: "Is this game fun?" Ultimately, these are games aren't fun, they're technologically notable. They are complicated toys, and nothing more, and that doesn't lead to good games.

Sony and Microsoft are once again proving themselves to only ever be reactors in this industry, following the beat of a drum held by a plumber in a red shirt and blue overalls. Their devices, thus far, provide nothing new and their success is questionable. They had a chance elaborate on what Nintendo set up, but chose only to imitate. Motion gaming could be a realm of whole new possibilities for video games, but this potentially premature proliferation may stagnant development of these kinds of games. Whether that's good or bad, I will leave to you. Thank you for reading.
 

Judgement101

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Oh god, that wall of text is scary. Better question.
Discussion Value?

(P.S. Good essay)(I'm a speed reader)
 

tjspeirs

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Jesus, that was fast.

You mean the discussion value of the essay? I really just meant wondered what people thought, and any points they wanted to discuss.

Also, it's not a wall of text! There are definitely... a few paragraphs there. >>;
 

Estocavio

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You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
 

Googooguru

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Good Essay though most people in the forum will be put off by the shear length

"what's what's missing in these games. The fun"

The Fun element is supposed to be derived from the experience of playing these games in groups, when you see the marketing for all motion control devices you see a happy family or a group of friends smiling and enjoying quality time together.

Nintendo, Microsoft and Sony aren't selling you the motion controls they are selling you the dream of a balanced, attentive family, a close circle of friends blah blah blah, eternal happiness and unicorns just one wave of your arm away... that's why its so easy to forgo the story. when you and your friends are playing Wii sports you don't want a story arc you just want to represent

Parents will buy these controllers because they may be seeking to find a common ground with their children whom they feel they no longer understand. People who never played video games before will buy these controls because "Wow gaming looks really easy and its so much fun" etc..

We have all had the experience of purchasing technologically notable gadgets , that just ended up gathering dust..

Why ? because we buy into the pitch. We desperately want this one to be the one i really need, this one is that one that will make life easier & more manageable (ie: Microsofts pitch for moving thru the menu screens with a wave of a hand.. lame)and then the unicorns will return and we can all have ice cream and berry frappachinos and life will be good.. until we get bored that is
 

tjspeirs

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Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!

Googooguru said:
Good Essay though most people in the forum will be put off by the shear length

"what's what's missing in these games. The fun"

The Fun element is supposed to be derived from the experience of playing these games in groups, when you see the marketing for all motion control devices you see a happy family or a group of friends smiling and enjoying quality time together.

Nintendo, Microsoft and Sony aren't selling you the motion controls they are selling you the dream of a balanced, attentive family, a close circle of friends blah blah blah, eternal happiness and unicorns just one wave of your arm away... that's why its so easy to forgo the story. when you and your friends are playing Wii sports you don't want a story arc you just want to represent

Parents will buy these controllers because they may be seeking to find a common ground with their children whom they feel they no longer understand. People who never played video games before will buy these controls because "Wow gaming looks really easy and its so much fun" etc..

We have all had the experience of purchasing technologically notable gadgets , that just ended up gathering dust..

Why ? because we buy into the pitch. We desperately want this one to be the one i really need, this one is that one that will make life easier & more manageable (ie: Microsofts pitch for moving thru the menu screens with a wave of a hand.. lame)and then the unicorns will return and we can all have ice cream and berry frappachinos and life will be good.. until we get bored that is
This is all true, but we all played these tech demos when we were young, possibly very young, and couldn't fully comprehend the idea of a deep story, as well as not quite having completely developed hand-eye coordination, so games that were simpler would be tougher. But adults are much more appreciable of a good story and would want more complex mechanics because they could handle it, so when they play these tech demos, they go 'eh, that was alright' and then put it down to never pick anything back up again.

I plan to write another essay at some point about the growing importance of a good story in games. Thanks for reading this for now, though! :)
 

Estocavio

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tjspeirs said:
Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!
True - Though at the same time, in screenshots and such, your noticing mechanics as well - ill link an example in a second... http://www.youtube.com/watch?v=qZjZaEH7gVY - Thats the best example i could find, im sure someone will end up putting in a better one.
 

tjspeirs

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Estocavio said:
tjspeirs said:
Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!
True - Though at the same time, in screenshots and such, your noticing mechanics as well - ill link an example in a second... http://www.youtube.com/watch?v=qZjZaEH7gVY - Thats the best example i could find, im sure someone will end up putting in a better one.
Well, that's an analysis. It's meant to show those things. At a glance, you won't see the ragdolls or the physics or stuff.

What also has to be noted is that we are experienced gamers, so we know to look at a trailer deeper. The aesthetics are still there, but they essentially become transparent to our trained brains.
 

Estocavio

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tjspeirs said:
Estocavio said:
tjspeirs said:
Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!
True - Though at the same time, in screenshots and such, your noticing mechanics as well - ill link an example in a second... http://www.youtube.com/watch?v=qZjZaEH7gVY - Thats the best example i could find, im sure someone will end up putting in a better one.
Well, that's an analysis. It's meant to show those things. At a glance, you won't see the ragdolls or the physics or stuff.

What also has to be noted is that we are experienced gamers, so we know to look at a trailer deeper. The aesthetics are still there, but they essentially become transparent to our trained brains.
Good point - I saw these things without the analysis, though that is because i was looking for it, and knew what i was looking for and at. On that basis, aesthetic would be perceived first, unless you knew to look past it, i hereby concur.
 

tjspeirs

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Estocavio said:
tjspeirs said:
Estocavio said:
tjspeirs said:
Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!
True - Though at the same time, in screenshots and such, your noticing mechanics as well - ill link an example in a second... http://www.youtube.com/watch?v=qZjZaEH7gVY - Thats the best example i could find, im sure someone will end up putting in a better one.
Well, that's an analysis. It's meant to show those things. At a glance, you won't see the ragdolls or the physics or stuff.

What also has to be noted is that we are experienced gamers, so we know to look at a trailer deeper. The aesthetics are still there, but they essentially become transparent to our trained brains.
Good point - I saw these things without the analysis, though that is because i was looking for it, and knew what i was looking for and at. On that basis, aesthetic would be perceived first, unless you knew to look past it, i hereby concur.
Wow. I'm not used to people on the internet being so calm and willing to talk. Thanks! I think I'll like it here. :D
 

Estocavio

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tjspeirs said:
Estocavio said:
tjspeirs said:
Estocavio said:
tjspeirs said:
Estocavio said:
You got one thing wrong - Mechanics are more visible than aesthetics. Think about it for a minute, and think of what you notice first: The presence or lack of physics, or the level of detail on your eyebrows (Thats a serious example, but replace eyebrows with hair, clothing, etc)
Just work with that logic;

Mechanics are everything from how you move to how you see other things move, whereas aesthetics are just where the mechanics take place.

The rest is a good read however, well done
But before you ever play a game, you see a trailer, you see a screenshot, you see a gameplay demo. The first thing that will see is the graphics and animations before you see a swing of a sword, a shot of a blaster. I would say this is what lead Mr. Schell -- not me! I didn't make that set up, it was all Jesse Schell, I just think it's great and accurate :) -- to put Aesthetics above Mechanics. Whether Mechanics and Story are on equal levels, that could be argued. But it's just a general form. :)

Thanks for reading!
True - Though at the same time, in screenshots and such, your noticing mechanics as well - ill link an example in a second... http://www.youtube.com/watch?v=qZjZaEH7gVY - Thats the best example i could find, im sure someone will end up putting in a better one.
Well, that's an analysis. It's meant to show those things. At a glance, you won't see the ragdolls or the physics or stuff.

What also has to be noted is that we are experienced gamers, so we know to look at a trailer deeper. The aesthetics are still there, but they essentially become transparent to our trained brains.
Good point - I saw these things without the analysis, though that is because i was looking for it, and knew what i was looking for and at. On that basis, aesthetic would be perceived first, unless you knew to look past it, i hereby concur.
Wow. I'm not used to people on the internet being so calm and willing to talk. Thanks! I think I'll like it here. :D
Thank The Escapists Moderators for that - There is Zero Tolerance for being an asshole, so the community is about 85% decent. You also have Freedom Of Speech;

Also, people tend to be more open to discussing things, rather than just having "Im right your wrong" matches.

Enjoy your stay with our glorious emp...-website!
 

tjspeirs

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lol, thanks, will do. I think I'll update this thread with the next essays I make... or would a new thread be alright? I wouldn't make a ton of topics, but I don't intend to spam.
 

Geekosaurus

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The analogue stick has been with us since 1982, and it's turned out to be a rather effective way of moving. My issue with all the Kinect games I've seen is that they're 'on rails' affairs.
 

tjspeirs

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Geekosaurus said:
The analogue stick has been with us since 1982, and it's turned out to be a rather effective way of moving. My issue with all the Kinect games I've seen is that they're 'on rails' affairs.
Developers must be having serious trouble figuring out some way to allow players control the characters, which is really stupid, honestly. That seems like a critical action in just about every game ever made, but they just didn't take it into account. Good point, Geekosaurus! Thanks for posting.
 

evets17

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Great article tjspeirs

A couple points:

tjspeirs said:
There is no evolution in the Move or the Kinect. They don't do anything the Wii hasn't done already, despite four years having passed.
You've just described the whole industry (not copying WII per say, but lack of innovation). Here are some of the upcoming "Big" console releases: Killzone3, Halo Reach, God of War 3, handful of Mario games, etc. You can call out Sony and MS on this for their motion control games, but you can basically call them out on this with pretty much everything that's coming. Nintendo has always been the innovator, although MS should get credit for their MS Live service.

Also, I agree the Sony Move is essentially a more precise WIImote (even the most staunch Sony apologists will have to agree). I'm not sure you're giving enough credit to the Kinect Tech. I agree most of these first generation games are playing on existing themes, but personally I am very intrigued with Kinect's tech. Particularly when seeing the demo of "Your Shape: Fitness Evolved" from UBISoft. Yes, Wii has already done the fitness thing, but when you see the Yoga example and the game tells you to raise your arm higher because your not doing it quite right, seeing that was a watershed moment for me. I'm probably not the target audience for that product, but I immediately appreciated what was going on there. IMO, this example IS of something "new" and substantial. I'm standing in my living room and the tv(xbox) is correcting my form, pretty cool.

You mentioned Soccer Moms and grandmas, but the most important demographic(imo) for motion controls is Kids. As a parent, "active" video games are a welcome addition, if these systems get kids off the couch and moving every now and then, parents will be more apt to buy this stuff.

tjspeirs said:
Microsoft wants to attract a whole new audience, one never previously interested in motion controlled gaming, by offering the Kinect's unique physical interface...
I disagree with this statement slightly. I think MS wants to attract the Wii audience (not necessarily a new market). The Wii offered something that was never done before, and people ate it up. MS is trying to position Kinect as something new. I do agree with you that MS's launch titles are somewhat retreads using the new tech. I think MS has kind of blew it here by not showing something completely new with the Kinect Tech. Microsoft has consistently tried to broaden the appeal of xbox (Buying Rare, Primetime - 1 vs 100, facebook, last.fm, etc.), Kinect is just another in a long line of attempts to get xbox in more homes. Time will tell if it works or not.

One of the things I find interesting with Move and Kinect are how they are being positioned. Sony is playing to their base users (I think this is a mistake, do you want to play Killzone with the move?) and MS is obviously going at Wii head on (question here is will MS's message register with those people).

One last question I have is, what's the real concern with motion controls? Are gamers afraid that the traditional controller will die? Are they afraid that gaming companies will stop making the traditional FPS and platformers? Or are they afraid their domain is being invaded by impostors (soccer moms and grandmas)? I welcome motion gaming, not for what it is today, but what it could become in the future.
 

tjspeirs

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evets17 said:
Great article tjspeirs
Thanks! And thanks for responding! :)

A couple points:

tjspeirs said:
There is no evolution in the Move or the Kinect. They don't do anything the Wii hasn't done already, despite four years having passed.
You've just described the whole industry (not copying WII per say, but lack of innovation). Here are some of the upcoming "Big" console releases: Killzone3, Halo Reach, God of War 3, handful of Mario games, etc. You can call out Sony and MS on this for their motion control games, but you can basically call them out on this with pretty much everything that's coming. Nintendo has always been the innovator, although MS should get credit for their MS Live service.
Yeah, this is true. Innovation is really becoming something of a rarity nowadays. I feel Daniel Floyd went over the idea well in the most recent "Extra Credits".

Also, I agree the Sony Move is essentially a more precise WIImote (even the most staunch Sony apologists will have to agree). I'm not sure you're giving enough credit to the Kinect Tech. I agree most of these first generation games are playing on existing themes, but personally I am very intrigued with Kinect's tech. Particularly when seeing the demo of "Your Shape: Fitness Evolved" from UBISoft. Yes, Wii has already done the fitness thing, but when you see the Yoga example and the game tells you to raise your arm higher because your not doing it quite right, seeing that was a watershed moment for me. I'm probably not the target audience for that product, but I immediately appreciated what was going on there. IMO, this example IS of something "new" and substantial. I'm standing in my living room and the tv(xbox) is correcting my form, pretty cool.
See, "cool" is really my problem with this. This "coolness" comes from the tech, not the game itself. Once the 'new car smell' is gone from the Kinect and the Move, what will they have? Surely not good games or mechanics.

You mentioned Soccer Moms and grandmas, but the most important demographic(imo) for motion controls is Kids. As a parent, "active" video games are a welcome addition, if these systems get kids off the couch and moving every now and then, parents will be more apt to buy this stuff.
Once again, better games (ones the kids will _want_ to play) will remove the need for parents to validate their purchase by saying "well it'll get timmy off the couch!"

tjspeirs said:
Microsoft wants to attract a whole new audience, one never previously interested in motion controlled gaming, by offering the Kinect's unique physical interface...
I disagree with this statement slightly. I think MS wants to attract the Wii audience (not necessarily a new market). The Wii offered something that was never done before, and people ate it up. MS is trying to position Kinect as something new. I do agree with you that MS's launch titles are somewhat retreads using the new tech. I think MS has kind of blew it here by not showing something completely new with the Kinect Tech. Microsoft has consistently tried to broaden the appeal of xbox (Buying Rare, Primetime - 1 vs 100, facebook, last.fm, etc.), Kinect is just another in a long line of attempts to get xbox in more homes. Time will tell if it works or not.
I thought about either Sony or Microsoft (or both) wanting to target Wii owners, but I kinda thought that Wii owners are pretty much already mentally spent on the idea of motion controls. But, yeah, good point.

One of the things I find interesting with Move and Kinect are how they are being positioned. Sony is playing to their base users (I think this is a mistake, do you want to play Killzone with the move?) and MS is obviously going at Wii head on (question here is will MS's message register with those people).
It is interesting. It's also interesting how it may all end up being for naught.

One last question I have is, what's the real concern with motion controls? Are gamers afraid that the traditional controller will die? Are they afraid that gaming companies will stop making the traditional FPS and platformers? Or are they afraid their domain is being invaded by impostors (soccer moms and grandmas)? I welcome motion gaming, not for what it is today, but what it could become in the future.
I don't have any concerns about motion controlled gaming "encroaching" on supposed "real gaming". If motion controlled games ever did 'take over' the industry, it would be on purpose, though games that are worth a damn.