3 Things From This Thread I Need To Refute:
1.) You can't make "deep" games with Kinect is total BULLSH*T
2.) "Deep" games are the only games worthy of time or money is personal OPINION
3.) Motion control games are going to hurt the industry is unfounded SPECULATION
Furburt said:
Sapient Pearwood said:
Furburt said:
Like I've said quite a few times before. Kinect is fun. Of course it's fun, how could it not be fun? But what it isn't is deep. You can't make deep, complex games using Kinect. It just won't work with today's technology.
I don't think you can rule out any game having a deep or complex story based on the controller it uses, Silent Hill Shattered Memories is a great addition to the series and motion controls don't cheapen it at all.
Yes, but Silent Hill Shattered Memories is on the Wii, which has buttons. Kinect does not have buttons, Kinect has a camera. You couldn't make a Silent Hill game on Kinect unless you massively simplified it, because
for a start, how would you move? Walk in front of Kinect? That would get incredibly tedious and totally break the atmosphere. This is why the Wii and to a lesser extent, Move, at least are able to create reasonably complex games, annoying as they may sometimes be. They have buttons. Movement buttons, action buttons, stuff like that.
Before I even read this thread I had imagined that Kinect would be a great platform for survival horror games; by their nature these games are slow paced, with bursts of action interrupting a lot of exploration. Here's how you could make a great hardcore style survival horror game on Kinect using controls that have already been demonstrated from other Natal/Kinect games:
Kinect Survival Horror 1st or 3rd Person: (
Try to picture this or act it out as I describe it)
In your avatar's left hand you hold a flash light. Your left hand will correspond to this control. This will be used to illuminate in-game areas but also be responsible for directional control explained below.
In your avatar's right hand you hold a blunt weapon (bat, crowbar, knife) Your right hand will correspond to this control.
Your avatar will always face forward and forward movement will be controlled by placing your right foot forward.
NAVIGATION: Think of this like running in Shenmue on Dreamcast. In Shenmue you hold down the right trigger to move and control direction with the analog stick. Your right foot is the Dreamcast trigger while your left arm is the analog directional control.
Moving your character forward is triggered by placing your foot forward (demonstrated to work with Burnout demo). To stop moving take your foot back and stand in place. This handles forward Z-axis movement.
Direction is controlled by where you point your left hand. This handles left/right X-axis movement. (see Kinect Hub control)
Camera (up/down Y-Axis) is controlled by where you point your left hand. This means your avatar will always face forward and always point the flashlight beam in the direction you are moving or looking. The flashlight beam serves as your cursor or focus point in the game world.
If camera control with left hand is not satisfactory a more complex camera control in Kinect Survival Horror could include head tracking (see Forza Kinect). This would give you freedom to look in one direction while moving in a different direction.
ACTION:
In your avatar's right hand is a crowbar or any blunt object you discover in the world. You control this attack with your right arm. This is pretty straight forward attack like you would in Condemned Criminal Origins or Half Life 2. Automatic weapons can also be used in this hand simply by pointing your right hand in the direction you want to shoot. (See Child of Eden) Place right hand at your side to stop firing your weapon.
Your character may be limited to only holding a few weapons at once in his inventory. To change weapons put your right hand behind your back. When you pull out your hand you have a new weapon from your inventory.
If your avatar is attacked by an enemy from behind you can do a 180 degree turn by quickly swinging your left arm across the screen. (similar to selecting menu items in Dance Central) The in-game avatar would swing around 180 hitting any enemies with his flashlight.
EXPLORATION:
Your avatar can crouch to inspect things on the ground by you crouching (See Forza Kinect) and hovering one of your hands over the item you want to pick up. A menu choice will then pop up to keep the item or leave it. Which you confirm by hovering.
That covers most of the basic controls of attacking, exploring the world, and 3D movement. Just see the Burnout Project Natal demo [http://www.youtube.com/watch?v=F_jeIpCJv1U] where you could move the car in any direction that you wanted (forward, back, left, right) just by stepping forward or backwards with one foot. This idea that all Kinect games need to be on rails is completely false.