The point of a game is to get its user into the world created for them. To submerge him or her into an imaginative universe were the subconscious takes over playing while you consciously make all the decisions. Not the two key words here:
Subconscious and conscious.
We are not to think about what we are doing. We do not think that we are using a controller. QTE (Quick time events) rip the user out of the world as they look down at that comfortably sitting gamepad resting between their grubby mitts. It makes them bring their mind out of its subconscious zone of thinking into the player actually hitting the buttons. The entire fact of having a gamepad is to have something invisible in your hands and to not notice your fingers going to work. As soon as gaming comes to a conscious level, the zone is broken and you are ripped out of the world.
The controller in its natural habitat.
In 1986 the first two gamepads came about when Nintendo launched its NES controller and Sega made its reasonably cool sounding Master System controller. Twenty three years later and we are still using controllers. They have more buttons, can do a wider range of tasks and even include rumble packs and ghost cords, but in general terms, they are still the same things. Throughout the history of gaming, we have had many different types of 'controllers' that are made to put people into the game. These include some that work:
The Guitar Hero Guitar/Drumset/Etc
And most that don't:
Gun shaped controllers (to some extent)
Steering wheels
Etc
I found that the guitars are used as a necessary part of the game, to hit the buttons and also to throw it up high to get Star Power. While guns may work with some games at arcades, general ones used at homes feel out of place holding no value and having no need that a gamepad couldn't have easily and already exceeded. Steering wheels are also clunky and so unneeded outside of the arcade. So how is Natal going to hold up?
"It's like I'm really playing a game!"
Natal takes away all gamepads, and all things needed with your hands and brings the game to you. What can be wrong with this? How does this takes the user out of the game?
Like mentioned in the first paragraph, Natal brings the game to the conscious level. People talk to unfamiliar objects and people with a conscious mind, not subconscious as someone would holding a conversation with a friend. This however is not a friend you are talking to nor a light conversation. This is inhuman and a game needing to be controlled with voices and motion. This is generally designed to keep the user at a conscious level thus breaking the world that they are supposed to exist in.
I for one cannot see people being absorbed into this world of Natal when for so so long gamepads have served us just fine. Not only just fine, but with comfort, with ease and posture. They have recently been designed to fill the hand and so no cramping or breaking the user into the conscious world. And for so long we have grown used to the idea of having this non-existent tool in our hands; the strings to which we hold the puppet. Changing it is an unnecessary use of money and power wasted on nothing.
Why do I write this? Isn't it an old subject and already established that people are not going to like it? Yeah, basically. I just wanted to show a different angle on the story and voice an opinion of mine. And perhaps it can get a few people thinking and appreciate the levels of subconsciousness of gaming and how the gamepad fits into all this like a jigsaw piece.
Subconscious and conscious.
We are not to think about what we are doing. We do not think that we are using a controller. QTE (Quick time events) rip the user out of the world as they look down at that comfortably sitting gamepad resting between their grubby mitts. It makes them bring their mind out of its subconscious zone of thinking into the player actually hitting the buttons. The entire fact of having a gamepad is to have something invisible in your hands and to not notice your fingers going to work. As soon as gaming comes to a conscious level, the zone is broken and you are ripped out of the world.
The controller in its natural habitat.
In 1986 the first two gamepads came about when Nintendo launched its NES controller and Sega made its reasonably cool sounding Master System controller. Twenty three years later and we are still using controllers. They have more buttons, can do a wider range of tasks and even include rumble packs and ghost cords, but in general terms, they are still the same things. Throughout the history of gaming, we have had many different types of 'controllers' that are made to put people into the game. These include some that work:
The Guitar Hero Guitar/Drumset/Etc
And most that don't:
Gun shaped controllers (to some extent)
Steering wheels
Etc
I found that the guitars are used as a necessary part of the game, to hit the buttons and also to throw it up high to get Star Power. While guns may work with some games at arcades, general ones used at homes feel out of place holding no value and having no need that a gamepad couldn't have easily and already exceeded. Steering wheels are also clunky and so unneeded outside of the arcade. So how is Natal going to hold up?
"It's like I'm really playing a game!"
Natal takes away all gamepads, and all things needed with your hands and brings the game to you. What can be wrong with this? How does this takes the user out of the game?
Like mentioned in the first paragraph, Natal brings the game to the conscious level. People talk to unfamiliar objects and people with a conscious mind, not subconscious as someone would holding a conversation with a friend. This however is not a friend you are talking to nor a light conversation. This is inhuman and a game needing to be controlled with voices and motion. This is generally designed to keep the user at a conscious level thus breaking the world that they are supposed to exist in.
I for one cannot see people being absorbed into this world of Natal when for so so long gamepads have served us just fine. Not only just fine, but with comfort, with ease and posture. They have recently been designed to fill the hand and so no cramping or breaking the user into the conscious world. And for so long we have grown used to the idea of having this non-existent tool in our hands; the strings to which we hold the puppet. Changing it is an unnecessary use of money and power wasted on nothing.
Why do I write this? Isn't it an old subject and already established that people are not going to like it? Yeah, basically. I just wanted to show a different angle on the story and voice an opinion of mine. And perhaps it can get a few people thinking and appreciate the levels of subconsciousness of gaming and how the gamepad fits into all this like a jigsaw piece.