Jun 02 2009

So What are the Future Implications of Microsoft’s Project Natal?

Published by Paul Tassi at 10:00 am under News, Video Games

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For those who have been loosely following the happenings of E3, you may have heard a bit about Microsoft’s press conference yesterday. The highlights were Modern Warfare 2 looks awesome, as does Halo 3: ODST, Metal Gear is coming to 360 and last but not least, Microsoft debuted Project Natal.

With the rampant success of the Wii and its controller waggling, the pressure has been on the other consoles to come out with something with the same low difficulty curve and inclusiveness. Unfortunately, this likely meant adopting a similar motion control system, the kind that actual gamers like myself make fun of and despise. However, when it was reveal time, that prediction couldn’t have been further from the truth.

Project Natal is Microsoft telling the world they’re skipping the motion controller altogether. The technology instead is a combination of hardware (a video camera and microphone) and software (facial and voice recognition, 3D spatial and body identification) which allows the player to use their entire body as a controller for the game.

But this has many more implications than you think. Watch the video below to see a range of implementations of the tech:

Even something as simple as the ability to wave through Xbox Dashboard menus with your hand just feels like the future, and all of a sudden, we’re practically living in a Minority Report world.

And just when you thought you’d seen everything, Peter Molyneux showed up to show what he thought implications of the technology could be. He created a project called “Milo,” to demonstrate what he thought was possible with the new system.

While I believe the video is largely a tech demo, and the situation largely scripted, the results are still pretty mindblowing. The catching of the goggles and the handing of the paper are the two most important pieces to notice, though the AI interactivity could play an important part in future games as well, as it could change NPC interaction forever.

So after that absurdly long intro, I guess my question is what exactly are the implications of this tech in future games?

The activities shown in the current Natal demos are cool bits of tech, but not particularly fun games. I would play Ricochet and Paint the Elephant probably even less time than I would Wii Sports, but really, it’s what’s implied by the tech that’s most promising.

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Interesting demo, but is it really a game?

I’m trying to reconcile what types of games you could actually use this kind of technology for. I would say the easiest would be racing, as hand steering and shifting could be easily captured by the device. Next up would be sports, although I predict even more injuries than the Wii would result here.

Now, I think first person shooters may actually be able to use it, with finger gun motions replacing Wiimote pointing. Hopefully the system would even be able to recognize grenade throwing and reloading, but a simple question for games like this remains. What about the simple acts of running and jumping?

You can’t expect the player to run in place to move around, and if this is a truly controllerless system there is no joystick to use like the one attached the Wii nunchuck. The same goes for action games like Assassin’s Creed or Devil May Cry. You may be able to swing swords around, but climbing and roof jumping and backflipping? How exactly do you act that out?

The video shows a fighting game between a kid and a virtual opponent, which is great, but how do I play Street Fighter with such a system? Most gamers’ abilities will extend to “forward punch” and “forward kick” and not much else. Even blackbelts who could do a living room dragon kick if given enough space couldn’t execute a Ken spin kick or a Zangief body slam.

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Sure you can act out Punch Out, but what about Street Fighter or Soul Calibur?

I think that gaming is going to be split into two distinct segments for quite some time: Interactive games and non-interactive games. Granted, by definition, all games are interactive games, but I’m talking about ones that actually require you to get up and do something.

I think that certain titles will be very successful here. Some racing games, sports games, some fighting games, but until Microsoft or Nintendo whoever invents tech like this that can successfully encompass ALL types of game, the community is going to be fiercely divided.

As much as I would like to play Halo in pantomime, I don’t think this technology translates to real world application yet. Yes, I can envision myself shooting a target with an invisible gun in my hand, and reloading, hurling a grenade like a baseball, but what about the simple act of moving forward? Turning around? Jumping onto a high ledge?

With announcements like Natal, I feel like we’re on the edge of something great here. But we’re definitely still in the transitional phase of truly interactive games, and until these kinds of issues are solved, we’re going to see two very distinct worlds of gaming.

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I swear, if I read one more pedophilia joke about Milo…

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5 Responses to “So What are the Future Implications of Microsoft’s Project Natal?”

  1. IcemanDon 02 Jun 2009 at 10:17 am

    Honestly, and maybe this is the old school gamer in me talking, but I think there will always be two factions to gaming. They will never get rid of the controller based games.

    Biggest reason why? Sometimes you just want to chill out and play a relaxing game. Also, as you mentioned above, there are many games (RPG & RTS I’m looking at you) that are just too complex to act out.

  2. SargentMacon 02 Jun 2009 at 2:39 pm

    I believe they could fix a lot of the playability questions in regarding to running and special moves by using a mat controller the likes of dance revolution.

    You have a middle section of the mat for stationary play. You have A and B on the left, X and Y on the right, a run section of the pad in front of you, a flip button to the other side (you stand on the button and when you jump it removes your foot, so your character jumps when you do and it knows to flip when your foot comes off that part of the pad), and a back up button section of the pad behind you. It may not solve all the problems, but it wouldn’t hurt.

    You can play in all three of the mat sections so you can run and jump and kick, or you can be stationary or backing up while you kick. It would be a decent fix to the problem.

    Also, if somehow it does have exceptional voice recognition, you might just end up saying “up-down-up-down-left-right-left-right-a-b-select-start” instead of punching it into a controller. It would be kind of cool to just say “flip” and jump and it happens. It’d be pretty cool to be Gyle and say “haduken” (sp?) and motion it, and there’s your energy ball.

  3. Vertikuon 02 Jun 2009 at 10:24 pm

    IcemanD- i think natal could potentially work amazingly for Rts, Rpg.
    imagine being able to actually command your player to do actions during battle and also get some kind of feedback
    if done right it can change the way rpg’s and real time strategy’s are played.
    I imagine it kind of like a Ender’s game kind of thing

  4. Tonyon 07 Jun 2009 at 7:02 am

    This is a milestone. In a few years time we will look back at this, because it has the ability to change games, the way we interact with computers, other people, make art, work together etc… I think the implications are enormous!

  5. eon 20 Jun 2009 at 3:51 pm

    maybe it will help us all loose weight…

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