Project Natal and the new Sony/Nintendo controllers

The Mighty Gerbil

Tribe of Judah TF 2 Chapter Leader & CGA Admin
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Off site link warning http://www.gametrailers.com/video/e3-09-project-natal/51220

I've seen enough products in my day not to be overly excited about it but hopefully systems will finally progress to a more virtual reality means of control. Both Nintendo and Sony are adding better motion controllers too so I have reason to hope.

Problems with the system may be...

1. I did not see any finite movements like opening and closing one's hand which is a must to interact with objects.
2. I wonder what the lag is on translating movements. If fast movements are undetectable or if there is a noticeable delay in translating movements it may be frustrating.
3. I think everyone wants VR but for a percentage it will be too much effort to play. I do the opposite though as if it does not allow me to move as fast I will dislike it. I want to slay virtual monsters and get a workout with my Tae Kwon Do skills :p.
4. Developers were given the Wii and still did not produce a more virtual reality like game. Most of them didn't go beyond traditional gameplay or "make this motion" ideas from what I've heard.
5. People will sue because of injuries.

Side note: It's being called Natal becuase the lead designer is from Natal, Brazil.
 
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Number 1 issue with Natal: No tactile feedback.

Microsoft and Sony probably timed the announcements of their new motion control inventions to steal some thunder from Nintendo's release of the MotionPlus peripheral.

If MotionPlus does offer 1:1 motion recognition, then it has one advantage over Natal: It gives gamers something to hold in their hands and, via the Wii Remote's built-in rumble, tactile feedback.

Don't get me wrong--I think Natal's a great idea. It makes me smile to see that Nintendo has dragged Microsoft and Sony, likely kicking and screaming, from a very limited mindset regarding controls to much more interactive and intuitive controls. As a Wii owner, I've had to brush aside comments about "waggle" and "flailing" made by short-sighted gamers sticking to an outdated mode of looking at interactive technology. At E3, Microsoft and Sony admitted that Nintendo was on to something and they wanted in on it.

Competition is a great thing. I applaud Microsoft and Sony to have at least enough sense to see when the tide is turning and make some adjustments to their strategy. I'm also glad they'll be pushing Nintendo to innovate with their next console. I have a great time playing on the Wii, but the Gamecube still linger in the Nintendo fan's recent memory.

Nintendo delivered innovation with the Wii. If they want to stay on top ("on top" referring to number of consoles sold), they need to innovate again instead of resting on the Wii's success. Nintendo reigned supreme with the NES and SNES, but those consoles didn't keep them from losing ground to the Playstation. No one stays on top forever.
 
Off site link warning http://www.gametrailers.com/video/e3-09-project-natal/51220

I've seen enough products in my day not to be overly excited about it but hopefully systems will finally progress to a more virtual reality means of control. Both Nintendo and Sony are adding better motion controllers too so I have reason to hope.

Problems with the system may be...

1. I did not see any finite movements like opening and closing one's hand which is a must to interact with objects.
2. I wonder what the lag is on translating movements. If fast movements are undetectable or if there is a noticeable delay in translating movements it may be frustrating.
3. I think everyone wants VR but for a percentage it will be too much effort to play. I do the opposite though as if it does not allow me to move as fast I will dislike it. I want to slay virtual monsters and get a workout with my Tae Kwon Do skills :p.
4. Developers were given the Wii and still did not produce a more virtual reality like game. Most of them didn't go beyond traditional gameplay or "make this motion" ideas from what I've heard.
5. People will sue because of injuries.

Side note: It's being called Natal becuase the lead designer is from Natal, Brazil.

Fixed.

Natal and whatever Sony will end up calling their thing generated a big "meh" from me. It's just....I don't care, I guess.

I have a couple games for the PS Eye, and they're ok for a few minutes. Tori Emaki is a great piece of interactive art, but I've just never been to fond of the motion controls as it is.
 
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Fixed.

Natal and whatever Sony will end up calling their thing generated a big "meh" from me. It's just....I don't care, I guess.

I have a couple games for the PS Eye, and they're ok for a few minutes. Tori Emaki is a great piece of interactive art, but I've just never been to fond of the motion controls as it is.

It depends entirely on how those controls are being used and thanks for fixing the post. I still dream of true VR with the glasses and all but like ~20 years after the first ideas we still haven't gotten it :/.
 
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It depends entirely on how those controls are being used and thanks for fixing the post. I still dream of true VR with the glasses and all but like ~20 years after the first ideas we still haven't gotten it :/.

Well I didn't actually edit yours, I just changed it in mine.

And I can't remember his name off the top of my head, but that guy who made all those cool tech videos with the Wii remote, Johnny something maybe. He is working on Natal with MS so that's good I guess.
 
Since I first saw the original Wii what I thought they should do is make 2 controllers shaped like joysticks (just the stick part). Then you could...

1. Put a traditional analog stick on top of both for turning your head and moving. Operated with your thumb.
2. A trigger opening and closing your hands (grabbing things).
3. A button on the bottom to function as a select button which you would press by taping it on your body.
4. A couple other buttons for alt functions could go by the analog stick or one could go under the analog stick when you depress it, Sony style.
5. Of course use the position of the controllers to sync with your hands.
6. I'd add a vibrating function too (it might be used to indicate damage direction becuase you'd have 2 controllers).

So basically you'd get the feeling of picking up object but you could use the controller sitting down. Plus you would only have to raise your hands to interact with things, shoot guns, swing a sword, pick up objects etc. You would walk and look around with them down via the analog sticks. You'd get the best of both worlds with this set up IMO.

I think the games will totally be the deciding factor in the new motion wars. Honestly painting and blocking balls do not light the imagination of most gamers. I needs monster slaying!
 
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Gerbil: the solution to your conundrum in the OP is simple: release games with both a "low-precision" and a "high-precision" mode. This is similar to the revolutionary (but never implemented) Wii game concept of a "exercise mode" in upcoming games.

Example: a Zelda game (that so far I don't think is ever coming out)
Normal mode: enemies take multiple hits to defeat, sometimes using particular methods to kill.
Exercise mode: for the most part, enemies take one hit to defeat, but there is a LOT more of them. Often, enemies take particular types of repeated actions to defeat. The idea here is that you get a lot more of a workout playing on Exercise mode.


So, apply this to motion capture:
Normal mode: You're an untrained guy. You swing up for uppercuts, down for blocks, you know. Press B to kick.
High-Precision mode: Your character does what you do. Have fun trying to survive if you don't know what you're doing.

Anyhow, rant off. lol.
 
So does anyone actually have the wii motion plus yet?
Nope, and probably won't any time soon. My wife and I just bought Wii Fit using Best Buy Reward Zone certificates and probably won't be making any game-related purchases in the next few months.

I may change my tune when Wii Sports Resort comes out, but I'll try to exercise some discipline and wait to purchase it until the price drops.
 
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