Infernal Lawyer said:
RJ 17 said:
True, few developers programmed for the Kinect because it wasn't wide-spread enough. It wasn't wide-spread enough because (obviously) it didn't sell enough units. It didn't sell enough units because no one wanted the damn thing. How is forcing people to use something they don't want (which can apparently just be turned off and utterly ignored anyways) going to suddenly make it popular?
LT Cannibal 68 said:
short answer yes because going by how the original one sold like gangbusters for a $150 for the sensor alone then this time around microsoft just has to show off the new capabilities on magazines and late night tv and they'll flock to it just like the first one. mass consumers are like magpies you see, if something is new and popular they'll swoop in to buy it to be "hip" and such, just think about the YEARLY installments of the iphone and how it always sells out. That alone proves what I mean.
Okay, I'm getting really sick of these conflicting messages from people either saying that the Kinect sold really well or that it didn't.. Seeing as noone made any games for the hardcore/non-casual crowd that even came CLOSE to competent, I'm more willing to believe the latter, but could someone actually give me proper reference? I have a feeling it sold well on launch due to all the hype, and was a massive failure otherwise.
I came across an article a while ago, released back in 2011, suggesting the Kinect only had a 1:1 attach rate at the time. In other words, so it was one of the fastest-growing items of all time, when people had it, they didn't really invest in very many games exclusively for it. That could explain the dissent, as technically the device itself sold very well, but software and games exclusively intended for it may not have done so wonderfully. It would explain the relative lack of developer interest, as even if you have a high install base, low attachment rate can still mean very little market available. Which brings me to...
LT Cannibal 68 said:
Nazulu said:
LT Cannibal 68 said:
the 1/3d of the hardcore gaming community that despise the device aren't being told to fuck off it's essentially if you don't like it you don't have to fucking buy it. And even then half of that one third will probably buy it anyway when that shiny new game that they must have comes out.
And right there, you fell into that cop out argument routine where you are exactly those people Kalezian is talking about.
Kal is too aggressive and should tone it down, but do you really think telling people just to ignore it is a sound solution? To you it is (and for Microsoft), I'm sure, but if others find it annoying then they have every right to complain about it. The only way to counter it is too see if the positives outweigh the negatives, which I don't believe you're going to convince anyone with.
for starters i never said to "ignore it" all i said is don't act like you're being forced into purchasing it, if the kinect is honestly the dealbreaker he says it is then no one will/should try to change his mind. He has a lot of other wonderful alternatives such as ps4,pc or a wiiu.
on the second point i never said people shouldn't complain, All i said is complaining for it's own sake is pointless.
I do so enjoy spirited debate, thanks for keeping it civil. Unlike most of the ign and gamespot community *shudders*
On my mobile, apologies for any poor grammar, but should point out one problem. Although there has been great discussion on the rock capabilities of the device, when it comes to its ability to track motion and facial expressions, it has shown little solid applications for upcoming games, given many reported innovations rely more on the microphone. Ryse, once being touted as a Kinect only game for 360, has arrived on the One as a controller-centric title. D4's creator, a Kinect-focused game, has made it clear that the game can be played on controller instead. Even with the requirements making it on absolute guarantee that every Xbox One customer will have it, Even with a guaranteed install base for the peripheral, there seem to be precious few companies, even first party studios, looking to make that big innovative Leap.
The difficulty with this is that when it comes to selling a product, it is vital, beyond all else, to demonstrate what the product WILL deliver. I.e. By demonstrating a new game or title that uses the peripheral in an innovative and irreplaceable fashion, one that is integral to the experience, and not just tacked on for minor convenience or sparkle. It is a simple, and inevitable truth when it comes to marketing and promoting anything to give them a Killer App as it were. While the sensor does make strides in demonstrating its use for menu navigation and controlling the television functions, it has proven considerably less effective at demonstrating a coherent and compelling application that makes it, in and of itself, worth the purchase on the gaming platform. You didn't succeed at selling an Xbox or a Playstation brand console because of the box, you sold it because of Halo, God of War, titles that make you want the hardware, not for jts own sake, but because of what you can access as a result.
As things currently stand, the Kinect 2 has even less going for it, pre-release marketing wise, then it's predecessor. Nothing I have seen for it comes even close to comparing to the Milo demonstrations back before the original Kinect came out. Had it become a game, like Molyneux hoped, That sort of thing would have been the Killer App for me; I would have gotten it then.
If down the road they develop something truly innovative, something truly inspiring for a game using the Kinect 2.0 sensor, then I will purchase the console as my Exclusives platform in a couple of years. But as things currently stand, they just do not offer me a strong enough showing for the Kinect to draw my interest.