girzwald said:
Does anyone think the amount of games a depth of games could be improved if they took a step back and added in 1 or 2 (depending on the game) wireless analog sticks (similar to the wii nunchuck analog stick but without a wire connecting to anything else). I mean, that would not only fix games movement problems but having 1 or 2 buttons per analog stick in your hand can make less intuitive actions much simpler.
Has anyone really been far even as decided to use even go want to do look more like?
Ways the Kinekt could be less shit:
Improve the tracking at close distances. Use a fish-eye lens, or multiple lenses, or something. I don't have the luxury of gaming in a warehouse with a cinema-size projector; anything I do gaming-wise will be within a metre or so of my TV and anything that doesn't cater for that just isn't for me.
Increase the per-digit fidelity, and I'm not talking noughts and ones, I mean fingers. I don't want to have to wave entire limbs when I play games, I want to be able to make a gun-gesture with my hand and have it control a gun onscreen. This is the reason deaf people use sign language to communicate, not friggin' semaphore.
This is the hard one: have games that use the Kinekt features in a meaningful way without resorting to gimmickiness. The bugger is that I can't think of a single way this could be done. Perhaps a FPS game that tracked your eyeballs so we could finally divorce "direction of movement" from "direction of looking", since in real life the two aren't synonymous. Perhaps there'll be some novel uses when voice recognition becomes reliable. But even then, lack of force feedback will still mean you're just waving your arms in the air with no sense of substance or weight.
I can see how hardware like the Kinekt can make dance-mats obsolete. Perhaps it could even give us an alternative to light-gun games. But for mainstream (non-peripheral) games I can't shake the feeling it'll remain a gimmick.