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  • What Kinect ISN'T Doing

    I'm one of the few people not getting a check from Microsoft that actually believes in Kinect.  I'm not insane; I realize that Kinect is not as conducive to gaming as the PR folks want us to believe--I mean let's be honest, trying to change game controls from digital controller input to motion control is almost literally like abandoning instant messaging in lieu of semaphore.  But what I do see in Kinect is the future of home entertainment system.  Kinect is a chance to throw away the stack of remote controls you can't keep track of, as well as create a system more intuitive and faster to control than traditional home entertainment setups, and the video linking has the potential to be the first commercially viable stab at a cheap video-phone setup.

    In truth, Microsoft would have been better served releasing Kinect as a stand alone device instead of tying it to Xbox, but I'm guessing some marketing genius somewhere (I picture him wearing a wizard hat) decided that the company's best move would to be to try to ride the large installed user base from their gaming console.  But since Kinect IS tied to Xbox, and I want to see the system survive and evolve, I compiled a list of things that Kinect SHOULD be doing if it wants to keep relevant.

    VOICE MACROS

    EA showed at the Microsoft E3 press event that they clearly get which part of the Kinect is most useful to where gaming currently is--voice commands.  High action games already require you to keep your fingers reflexively close to up to two analog sticks and 18 function buttons to stay ahead of the game, so the early hypothetical “making a tossing motion to toss a grenade in game” Kinect application is nearly useless, especially if there’s already a button on the controller that doesn’t require you to remove one hand from it.

    Taking one hand off the sticks can cost you big time, but voice commands get around that problem.  Shouting “Grenade!” doesn’t require much shift of concentration in the middle of a intense action sequence, and is a whole hell of a lot more player friendly than taking a hand off the controller.

    So if voice actions are such a boon, why can’t we program our own?  A simple voice-driven macro program would be next to nothing to piece together, and ‘forgivable flaws’, like only recognizing the command if given by the person who programmed the macro, would simplify the process exponentially.  As the Dashboard becomes a more Kinect friendly experience, I expect we’ll see more functionality in this realm applied to menu navigation, but how handy would it be to be able to preset a game with a command like “Xbox: Map” or “Xbox: Save Game”.  Microsoft even offers Touchstudio for WP7 Phones, a “build-your-own-touch-screen-macro” program, so wouldn’t a “build-your-own-voice-macro” system for Kinect just make sense?

    Until some joker figures out how to macro “Xbox: Ultra Combo” during a MVC3 match, I suppose...

    VOICE COMMAND GAMES

    Beyond programmable and supplemental macros, why haven’t we delved into the realm of voice-driven games?  There seems to be little hesitation to make a segment of titles solely Kinect motion driven, so why hasn’t voice driven been explored yet?

    Strategy games seem like an obvious place for this.  I’m not going to pretend that pro-level Starcraft players are going to want to shout out “Zerg Rush” (alright, who are we kidding, they do that anyway), but how righteous and investing would it be to issue commands to your units from the role of a Civil War or medieval army commander?  “Archers, forward!”  “Men! Shore up that left flank!”  “Take the North Wall!”

    Similarly, adventure games would be great for voice commands.  I know, you’re hesitant to follow me on this one, but stay with me.  Voice commands are limited by the number of commands you can include in the game’s programming.  This is why games with a militaristic background work best for voice commands, because issued commands can be expressed with a minimum of vocabulary.

    Now think back to the birth of adventure games, the text based adventure.  The number of commands that actually worked were limited, usually far below what people attempted.  I have faith that modern game designers would be able to apply adventure game tropes to a limited command vocabulary in a way that is both intuitive and largely unfrustrating.

    And, for the love of God, make me a Star Trek voice based command game where I can issue orders to the bridge like Picard.  “Engineering, report!” “Open hailing frequencies.”  “ENGAGE!”

     

    GAME SHOWS

    This one is so obvious that Microsoft put it on their own target videos--Kinect based multiplayer game show styled games.  With voice and face recognition, and the ability to update question packs online, games show-styled games seem like the most obvious choice around, but still nothing has shown up on the market…or even in previews.

    Gamers are largely geeks, and geeks love proving that they’re smarter or more knowledgeable than others.  How is this not yet a thing? The all-too-short lived 1 vs 100 venture proved that there is a market for competitive online trivia gaming, including pooling thousands of players to go up against each other; basing these ideas in a Kinect environment just makes sense.

    COCKPIT VIDEO

    This has always been an obvious use to me, since Playstation 2’s Eye Toy, that I have just never been able to understand why the makers of the console-based cameras haven’t played with more.  These cameras (Eye Toy, PS3 Eye, Kinect) have the capacity to do what I call “poor-man’s green screening”, where they take an image of the backdrop of the room and wipe out anything that stays static.  So the walls, furniture, items on screen that are inanimate/stay put can be ignored by the camera and replaced with any backdrop desired, while animate objects (like you) appear to be moving in front of the new backdrop.  The obvious application to me has always been placing the player of the game in a cockpit environment, particularly for driving and mech combat games.

    You're playing a mech game, online with a buddy.  They open a video link to communicate with you.  A small thumbnail video of them appears in the corner of the HUD, and you see a live video of them, but instead of sitting in their living room, you see them embedded in the cockpit of their mech, which could be unique to the model, or even customized by the user.

    This concept works outside of gameplay, as well.  You call your friend up over video communication, and they're in the background of their choosing.  I'd be a lot more likely to drop Microsoft Points on a background my friends can see, like a WWI foxhole or lollipop island or even licensed Castle Grayskull backdrop behind me while I chat with them, than I would the current Theme system where Microsoft wants me to pay three-to-four bucks for a dashboard background only I can see.

     

    KINECT/WP7 CONNECTIVITY

    So, I know this flies in the face of the whole “controller-free” company line, but between the Kinect’s motion tracking and the WP7’s gadget list (accelerometer, touch screen, camera, et al), the WP7 could be set up to link to the Xbox’s Wi-Fi to accomplish the kind of preciseness of control that is turning off the majority of Kinect’s dejectors.  Microsoft is already trying to sell the WP7 dashboard style to Xbox users, so why not?

    And not just precise controls, a WP7 platform with Kinect and Xbox doing the processing for it could handle all level of Alternate Reality camera games, and even simpler, let you use the WP7 touch screen as a low-function controller or a video remote control. I have a hard time believing that Microsoft isn’t forward-thinking or future-proofing enough to already have these features in the works, but I do worry that they might want to wait until market permeation on the Kinect and WP7 Phone becomes high enough to make such features cost effective, which in my eyes is the wrong business strategy.  A better strategy would be to pull the trigger on Kinect-WP7 connectivity as soon as possible and use it as a marketing point to encourage consumers to buy into which ever half of the program they haven’t yet adopted.

    Face it, all you need is a link between the two, and you already have the WiiU ready to go for nothing more than a firmware update...

    VISUAL CODE/BARCODE SCANNING

    Smartphones have all manner of one- and two-dimensional barcode scanners, and if you’ve ever had to input a Microsoft code you know how frustrating it can be to input the code, only to realize you typed it in wrong and now have to scrutinize the code for the error (not to mention the frustration of trying to input a 25-digit code on the soft keyboard).  And as “online passes” become more common with new retail games, wouldn’t it be so much easier to just hold up the included card in front of the Kinect and let it scan and input the code for you?

    Microsoft even has it's own proprietary code system, and no one's sure why, but they could lend themselves a lot of legitimacy by giving the Kinect the ability to read a code and then add content to your game or Avatar, or instantly pull up a movie trailer or music download.  The idea begs for the cross-merchandising and marketing that will make-or-break new technology.  The "do-everything" concept has already been deep in the marketing strategies of both Microsoft and Sony, to not apply it to their peripherals could be a dangerous mistake.

    I suppose there is always the danger of folks hacking the codes to give themselves free downloads, but realistically there’s not any more danger than already exists in trying to decipher a 25-digit code.

  • Steam's Achievement Hunting Burn-Out

     

    Like a lot of you, I spent the past week-and-a-half Achievement whoring, thanks largely in part to Steam’s Summer Camp promotion.  Now that the promotion is over, I was glad to be able to go through my library, wipe out the games that I only had installed for the Achievement hunting, and get ready to spend some quality time with some of the choice selections I grabbed from the sale.

    The problem though is that now, I seem to have lost the motivation.  I can’t figure out where to begin because frankly none of the games seem all that intriguing.  And I blame the Achievements.

    I just spent ten days playing games like it was a task: play this game and push my way through to Achievement X, repeating sections should need be to pin down the Achievement.  That’s not fun, that’s not leisure; that’s a job.  That’s what I do at work--locate a task that needs done and work at making sure it’s done properly.

    Taskmastering has become a modern standard in gaming.  MMO’s like World of Warcraft pretty much base to whole game play around giving the players a checklist of tasks to perform and let them hammer away at the list.  For gamers that have made themselves slaves to Achievements, Trophies, and Gamerscores, a game isn’t a leisure media, it’s a list of challenges the developers have made to force the players to accomplish before they give them a seal of gaming approval.

    But that’s the problem for me.  The root word for ‘gaming’ is ‘game’.  A game is supposed to be fun.  I realize that, for some people, accomplishing a series of tasks is fun  (I tend to worry about those people and a psychological need to prove themselves, but to each their own), but for someone like me, that uses games to relax and decompress, the idea of throwing myself at another series of tasks on my own time is a bit abhorrent.

    I assume that, in time, this burning out on games that Steam’s Summer Camp laid on me will fade, but in the meantime it has given me further appreciation for largely ignoring games’ Achievement lists

  • WoW + iPad = WTF?!

     

    Yes. That’s World of Warcraft running on an iPad.

    1up.com reports that game designer Dave Perry (of MDK and Earthworm Jim fame) posted this pic on his blog recently. Perry’s current project is Gaikai, a cloud-based game streaming service similar to the much talked about OnLive, and the photo is of Gaikai’s streaming service sending WoW to the iPad over standard WiFi, Perry claims.

    No comment is made regarding the actual play-ability of WoW via iPad (I’d wager that the soft-keyboard doesn’t make things easy), but if Blizzard catches wind of this and decides to run with it, the largest game in the world will get quite a bit larger.

  • Starcraft II Gets Adult-Only Rating in Korea; We’re All Doomed

     

    Pushing South East Asia ever closer to losing their minds and unleashing nuclear hellfire on us all, Korea’s Game Rating Board has appointed Starcraft II, according to The Korea Times, an 18-and-Over age restriction, due to violence, foul language, and drug use (also known collectively as “American Middle School”).

    Originally, the Korean government marked the game as a 15-and-up sale based on the Beta release, so Blizzard Korea submitted a “release candidate”, a version more in-line with the final release version, in an attempt to open the game up to a broader market, a ploy which apparently blew up in their face like a faulty sixty-year old surplus Soviet ICBM.

    Since Starcraft is looked at in Korea the same way Americans look at…well…internet porn is the only thing quite so wide-spread that comes to mind…this comes as a huge blow to both Korean gamers and Blizzard Korea, who has thirty days to appeal the decision, and thus side-step the apocalypse for us all. Blizzard’s only other option would be to edit out the offensive content to get down to the targeted 12-and-up demographic, which could delay the game by as much as a year.

    No one wants that.

    Some speculate that the rating may have less to do with the actual content as much as it does the Korean gaming populace’s proclivity for gaming addiction and obsession, which, in all fairness, when the smartest and brightest minds of your population are busy Zerg Rushing when they should be building the infrastructure that will help your country come out on top after culling the Earth with the cleansing purity of fire, yeah, I can see their point.

  • Gaming Interrupted, the Industry's Changing Release Schedule

    If you've been gaming for as long as I have, you no doubt have certain expectations when it comes to video game releases. Triple A titles always come out during the fall. Madden during the summer. Niche titles in the earlier part of the year. And so on.

    Sure, some games may have slipped through during unexpected times -- GTA IV and Metal Gear Solid 4 chief among them -- but it is as it has always been since we were first making Mario jump in the late '80s.

    The Delay Game

    Cue fall 2009, though, and gaming as we knew it had changed. Interrupted, if you'd like. Titles that we were expecting to gorge on during the holidays were delayed into an ever-distant future.

    Splinter Cell Conviction. Bioshock 2. Heavy Rain. Mass Effect 2.

    All of them delayed. All highly-anticipated games that were, presumably, done yesterday but were held over for a more vacant release window.

    The reason? The one game that every publisher feared to compete against and, conversely, the game every gamer wanted was launching in November 2009: Call of Duty: Modern Warfare 2.

    Not even Microsoft dared to touch it. Bungie's penultimate game in the series, Halo 3:ODST, was released a couple of months earlier in September. The only games left were those that weren't trying entreat on MW2's strong first-person shooter roots.

    The Interrupters

    Assassin's Creed II and Borderlands succeeded because they were the only games in town that didn't force you to look down the barrel of a gun with the former and the latter flipped the script by adding co-operative Diablo-esque looting to the FPS mix.

    Mario made the fall cut with New Super Mario Bros. Wii, as well, but who are we kidding? Nintendo can release anything "Mario" or "Wii" branded during a second Great Depression and still come out on top. Wii Play is the best selling game ever, so that clearly includes half-heartedly developed, peripheral-pushing titles as well.

    How things played out for game release dates last fall created a ripple through the video game industry. The first three months of 2010 are set to be the heaviest (we're talking 800-pound gorillas here) early year releases gamers have ever seen.

    The Sea of Change

    Starting with Mass Effect 2, the aforementioned list of delayed games will be dropping ready to be picked up by eager and impatient gamers who will rip through the eco-friendly packaging and devour their delayed experiences.

    ice cream coneIf things keep going the way they are, you can say goodbye to first quarter gaming bores. Goodbye to summer droughts. And goodbye to crowded, indistinguishable genre titles releasing in the same time frame.

    You'll be able to eat your gaming ice cream any time of the year.

    January through March will serve as your second Christmas; spring time would be reserved for PlayStation Network downloadable goodies; Xbox 360's XBLA turn would be in summer; a few double-A games would serve as lead up to the holidays August through October; and the established blockbusters would rule the pre-Christmas months.

    A stream of great experiences would be had all year round. Creative, groundbreaking titles would be able to release without fear of instant death at retail and the Call of Dutys, Halos and Grand Theft Autos of the world can run free during their usual time slots.

    The Defying Factors

    The gaming schedule, of course, only changes if sales forecasts pan out for publishers. After all, they are not our friends. They care for the bottom line as much as everyone else.

    It remains to be seen whether the kind of word of mouth that games like Darksiders and Bayonetta have generated online will translate into sales for THQ and SEGA. Titles that will serve as a sort of litmus test to see how games are expected to perform outside of the typical holiday release window.

    Who knows, early 2010 sales numbers might turn out to be disastrous and reverse last year's fortunate delay of games to what we've always expected of game releases. A congested fourth quarter with the biggest titles waiting for us in November and putting up with crap the rest of the year.

    I'm still hoping for an ideal outcome where 2010 becomes the model for a future with excellent games year-round uninterrupted by underwhelming gaming fodder filling in the cracks.


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