Peripheral Vision
E3 is all about accessories this year - but it takes more than clever toys to drive console sales.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
With the only console hardware announcement of the week, PSPgo, thoroughly leaked well ahead of the show, this year's E3 has had one obvious focus - peripherals. Each company had plenty of impressive software to show - there's little to choose between Sony and Microsoft on this front, and it would take a particularly churlish gamer to find too much fault even with Nintendo's line-up, which was far more crowd-pleasing than in previous years. But it wasn't software that was the real battleground in this year's briefings - it was accessories.
Blame Rock Band, Wii Fit and perhaps even SingStar. The runaway success of such heavily accessory-dependent games in recent years has overturned decades of standard industry logic which places strict limits on the success of almost any peripheral that's not bundled with the console itself. Suddenly, it seems that every living room is bristling with plastic instruments - and over 15 million households, it transpires, have hopped onto a Wii Fit board to try and shed a few pounds. At this rate, the Wii Fit balance board will surpass the peak installed base of the original Xbox or the GameCube by early next year.
Is it any wonder, then, that E3 teems with peripherals? Plastic gadgets and gizmos are everywhere. At Microsoft's conference alone, the first few presentations introduced us to new Rock Band Beatles instruments and a new skating controller, pimped on-stage by Tony Hawk, which looks set to absolutely destroy carpets, polished floors and damage deposits up and down the country when it launches.
The award for the most ridiculous gadget of the show, of course, has to go to Nintendo's Wii Vitality Sensor, a peculiar thimble which, when placed on your finger, relays your pulse back to the console. I could see a more robust version of the hardware working as part of a future, more intensive product in the Wii Fit line; Nintendo boss Satoru Iwata, however, talked at some length about its potential as a relaxation device, hypothesising about games which measure your pulse to help you unwind or even fall asleep. Industry pundits have learned in recent years that betting against Nintendo's crazy ideas isn't a profitable business, but this one feels a little too absurd to work. On past form, it'll probably sell millions anyway.
Stars of the week, however, were a different class of peripheral - motion controllers. Here, Nintendo's game-changing influence on the entire industry has never been more clear, with both Microsoft and Sony devoting huge chunks of their presentations to showing off the technology which, they hope, will leapfrog Nintendo's Wiimote and beat the Kyoto-based firm at its own (hugely profitable) game.
Hundreds of thousands of words have already been expended on attempting to work out the relative advantages and disadvantages of Sony's motion sensor and Microsoft's Project Natal. Although both are squarely aimed at Nintendo's market share, these efforts have many significant differences. Sony has opted for a method which uses controllers; Microsoft's Natal eschews the controller entirely, favouring gestures and voice commands.
Leaving aside arguments over which technology is "better" - arguments largely prosecuted by people who haven't actually used either, and thus utterly pointless - there are a number of important commercial points which need to be made about the two different systems.
Firstly, Sony's copies something more than Nintendo's focus on motion control - it also copies a big chunk of Nintendo's design ethos and business strategy. The Sony approach is distinctly low-tech, relying on repurposing tried and tested technology for its ends. Its visual sensor is an EyeToy camera, which picks up the movements of glowing orbs on the controller - a technology which has been used for motion capture for years; its motion sensor seems likely to be a modified version of the Sixaxis technology which populates every PS3 joypad.
The ultimate effect of the system belies this technical simplicity - it is, by all accounts, accurate, flexible and robust. However, the advantage for Sony is one which companies like Apple and Nintendo have long understood - the technology is old, therefore it is reliable, readily available, well understood and, crucially, cheap.
By contrast, Microsoft's Project Natal is unquestionably cutting edge. Incorporating a camera with a bespoke sensor designed to map the 3D position of people and objects in the room, it's undeniably impressive. Its applications will differ from those of the Sony peripheral - Natal doesn't seem suited to tracking small, precise movements, but its ability to follow the motions of an entire body are unrivalled. In fact, Natal seems likely to live up to the initial description of Wii games - "jumping around your living room" - to an extent greater than any Wii or PS3 game will.
Natal certainly feels more futuristic than Sony's technology. It's got a brand new 3D sensor, and its software needs to calculate what all the complex human bodies in front of it are doing from that sensor. At E3, Natal has been demonstrated in clear, uncluttered areas - in homes, it will have to contend with multiple bodies, furniture, pets and so on. The computational heavy lifting required is significant, especially compared to Sony's task - plotting the precise position of a couple of conveniently glowing orbs. The fact that it works even to the extent that it already does is a testament to the skill of the engineers involved, and it will be fascinating to watch the technology evolve in the coming months and years.
Based on the simple fact of their relative complexity, it's probably fair to say that Sony's system could - in theory - be on the market sooner and at a lower price point than Natal. It's also likely to suffer less early teething problems, which seem inevitable when Natal is confronted with the vast variety of complexity in normal consumers' living rooms.
However, this may be entirely an academic consideration. E3's demos of Sony's motion controller and Natal were only product announcements in the most broad of senses. These systems are far over the horizon - their announcements designed to placate industry-watchers and shareholders, to prove that these giants aren't about to let Nintendo run away with all of the family silver. In the short term, they amount to little more than FUD - something for fanboys to argue over, and perhaps to disrupt a little of the Wii's retail dominance, but not an important factor in console sales up to this Christmas and beyond.
Nintendo itself would retort that Wii MotionPlus offers solid performance compared to either system, and will be on the market next week - a point which holds a lot of water. However, it's not MotionPlus which should really worry Microsoft and Sony. It's Wii Sports Resort, and whatever else the firm may have in development for MotionPlus at the moment.
If Microsoft or Sony believes that Nintendo has sold 50 million Wiis off the back of motion controls, they are only partially right. The reality is that those consoles have been sold off the back of Wii Sports and Wii Fit - not to mention Mario Galaxy and Mario Kart for the more traditional audience. MotionPlus will sell not because of its technical capabilities, but because it'll be shoved in a box with Wii Sports Resort - which in turn will probably sell many more Wii consoles, especially in under-exploited territories like Europe.
Sony and Microsoft's motion control efforts are only one part of the puzzle. Each one is pointless without a killer application. People don't buy peripherals for their own sake - they buy games, and pick up the peripherals to play them. Nobody would buy a guitar controller if Guitar Hero didn't appeal to them, or drums if they didn't have a burning desire to play Rock Band. The criticism of Wii Vitality Monitor focuses on the fact that Nintendo didn't show any appealing way for it to work with software - criticism which could just as easily shift focus to Sony's motion controller or Project Natal if compelling software isn't forthcoming. Peripherals may be the story of E3, but without games, they're all just unappealing plastic.
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Comments (30) Latest comment 3 years ago
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Input devices like Natal will always seem like a gimmick to me and therefore ultimately a wasteful purchase. With the Wiimote it is different, it is the primary controller for that platform, sometimes annoyingly so. The bubble may soon burst on this recycled trend for unique peripherals. My wallet and living space welcome that time.
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I miss the old times where one bit of plastic was good for several purposes.
Also, I miss the times where the air was clean, and the sex was dirty.
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As the author says on the second page, it's the games that sell these things to gamers, so for us the main battleground would be the games. Looking at time spent unveiling the motion controls versus games at the conferences, games are still far more important.
The only place I can really see where the accessories beat the games is in amount of fanboy discussion generated.
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The constant with all "alternative" input mechanisms is the human body it interfaces with, and the basic requirement that any input needs to be at the users volition, not caused by an inadvertent twitch of the head or hand.
I'm happy to debate my skeptical position regarding Natal with anyone, because my reasoning is, I believe, sound and not clouded in any way by fanboyishness or fealty to any particular hardware vendor.
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Sony, better Star wars game, imagine red or blue ligh saber. No way to use your feet or body though, but you have a trigger in your hand.
Fully body control silouette 1:1 vs hand held controller 1:1 both with HD graphics. Would like both, pros and cons for both as to how they apply to games.
Both are telling me to sell my wii. The market leader will depend on price, the sony one is an eyetoy with a controller with a light bulb on the end, so you cna guess its eye toy price + controller sub £ 100. No idea for Natal.
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I wish people would do some research before they form opinions :/
As the article states though, most of these arguements are fairly silly anyhoo because we've not used either. Once we have them in our hands (or not, in the case of the Natal), THEN it'll be time for some real discussion and analysis :3
In the meantime we can only worry or dream of what these things will bring our gaming future
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This generation of gaming has been mediocre at best and I’d hate to see things deteriorate through Sony and Microsoft trying to emulate Nintendo’s gimmick controller.
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Is it really going to be so difficult for Sony to come up with a game with the calibre of Wii Sports? And for third parties to put support for the peripheral into the kind of games we're not seeing them create on the Wii?
Think of all the really good games we've had for both HD consoles, and think how they could work with these motion controllers. Think how often we see 7 out of 10 or better games for these consoles.
For every great game we've had for the Wii there have been three or four for HD consoles of the same ilk, and many games that have no equivalent on the Wii. Just without motion control. All they need to do is integrate support for the new controllers into the new games that come out and within a couple of months there'd be enough software available to sway me.
So says a man with ONLY a Wii.
Of course, if it takes a couple of years before we see the peripherals, Nintendo will have a massive head start!
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Sony took the easy way. Cheap, simple and could be released pretty soon. It is not revolutionary, but it doesn't need to (Nintendo's tech is utter crap after all).
I guess Sony will be able to make good money from their wand in the short term, Microsoft won't. But maybe Microsoft has assured the success of XBox720 and Windows 8... it's a huge bet. It's just a theory
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However I'm still hugely sceptical when it comes to developers actually making use of that tech. The potential is there to provide a gaming experience completely unlike anything we've seen before. I just doubt anyone will use it for anything other than the equivalent of Wii games.
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That's what struck me once I'd got over my extreme scepticism; if Natal works as advertised, it solves most of the VR stumbling blocks. I'm not expecting amazing virtual world games to come out in the next couple of years, but it seems like the potential for them to be developed in the next 5-10 years is there.
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Spot on. Nintendo is making the others play catch-up, which is not a situation Sony and MS should be finding themselves in.
<em>"Is it really going to be so difficult for Sony to come up with a game with the calibre of Wii Sports?"</em>
Well, they sure haven't done it so far, sales wise. The fact that they didn't show anything at E3 seems to imply that it's not been <em>easy</em>.
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And they will tell me I am old and hide my false teeth.
I like sitting down playing games, I do not want to jump around, I do not want to draw on bits of paper to show some little shit on screen, I don't want to wave my arms about like an epileptic on fire, I want to sit down, with a brew and blow some shit up.
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Amen to that
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LOOK!
So there was no need to simplify that by inventing Dancing Monkey Technologies (tm).
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To give a simple example: what for instance if WiiMotionPlus and PMC shared virtually the same SDK for developers? Would that matter to companies like EA, for instance? Check out a company called AiLive ... Just saying, but it's definitely going to have an impact on how low the threshold is going to be for developers to play around with this.
I also find it amazing that despite the patents having leaked so many months ago, people gloss over the sonic aspect of the PMC - from the patent you can see that where the PMC gets its accuracy from is using (ultra)sound emitters and receptors rather than visual cues to get its accuracy. The visual cues are probably just error correction and some calibration, though I wouldn't be surprised either if their just a fancy way of indicating the controller for player one, player two etc. Maybe they even throw in some ambi-light features for playing in the dark - the advantage of sound after all is that you don't have to care about light too much.
Also, I loved the interview on Eurogamer where Microsoft detailed the parameters for Natal. It basically rounds out for me how the technology works in principle. The camera can scan its full field of view in 5 frames, generating a point cloud similar to how for instance environments can be digitally scanned by laser these days. It uses this to find the body. Then it focusses on the body and generates a new point cloud which instead of wasting a lot of time and points on the whole field of view, now shows mostly the body. This information is mapped to a predefined skeletal framework that has 48 joints, to determine the body posture of the player in 3d. From here on, it will keep focussing on the body solely and compare each new 'frame' / point-cloud with the previous position, to determine several parameters for the joints, like position, speed and direction of movement, and also how accurate the software in the camera doing the analys thinks this information is ('confidence' per Eurogamer's own interview). It gives back this information at 30 frames per second apparently (also per the Eurogamer interview).
Maybe the biggest implication for now though is what this is going to mean for the console lifecycle. Right now it seems very likely that rather than bringing out the new model, we're going to see Microsoft, Sony and Nintendo expand their lifecycles through the new motion controllers (Natal, PMC and WiiMotionPlus). The market (i.e. the developers) cannot handle a completely new console with even better graphics etc. at the moment - content creation tools will have to mature significantly to increase output and make that cheaper, for instance.
I think considering the dedication needed from both platform holders and publishers, and considering the already proven success of motion controls in general for expanding the market, but also improving the gameplay (I think we'll have to look to Sony and to a lesser extent Microsoft to see whether that holds for more 'hardcore' games also), we can treat the big (partly re)launch of motion control as the launch of almost a new generation of consoles by itself. It starts now, with WiiMotionPlus coming to market, and then I'm guessing Sony will follow Spring 2010 with Microsoft probably Fall 2010.
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@BigJonno: I can't imagine why you'd like to play a complete fantasy game controlling it like that. That's stuff that I (and others) thought about when the Wii was launched, only to dismiss a few weeks later because it would suck beyond it's gimmick value.
Use motions as supporting controls, not basic.
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Well, they sure haven't done it so far, sales wise. The fact that they didn't show anything at E3 seems to imply that it's not been easy.
I suspect that just means it's a hardware problem after all. Or rather a marketing problem, Wii Sports does nothing that couldn't be done on the 360 or PS3, but a huge proportion of the people who bought a Wii would be frightened to touch a 360 pad.
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[link url=http ://img190.imageshack.us/i/screencapture.jpg/
]http://im g190.imageshack.us/i/screencapt...[/link]
mmmmm
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For all I care if Natal was from Nintendo or Sony and came out as a NON PS3 nor an XBOX 360 peripheral but a standalone device, id go buy it for the fuck of it. Its just too darn good and futurewise promising. Cant be THAT hard to see it, is it?