Tsunoda: Kinect goes way past rumble
People's obsession with it "laughable".
Microsoft Game Studios general manager and chief Kinect cheerleader Kudo Tsunoda has said it's "almost laughable the way people hold on to rumble as the holy grail of haptic feedback".
"The overwhelming thing we've discovered is that rumble is such a rudimentary form of haptic feedback," Tsunoda told Edge at E3.
Tsunoda, whose lively physical performances have been a mainstay of Kinect presentations since it was first unveiled as Project Natal at E3 2009, admitted that at first he was cautious about a technology that offered no physical feedback, but said that players' responses to the visuals were different when they used their bodies as controllers.
"We've gone so far past anything that can be done with rumble, or that kind of restrictive thing you have to hold," he said. "It's been creatively liberating to work on this stuff."
Tsunoda isn't the first videogames exec to have a pop at rumble, of course - then-boss of Sony Worldwide Studios Phil Harrison famously defended the loss of rumble in the original PS3 Sixaxis controller by saying it was a bit old hat, which made the fickle old internet rather cross.
Sony later introduced it in the DualShock 3 revision of the pad - not really an option physically available to Microsoft with Kinect, unless those claims of immersive experiences go both ways. Eek.
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Comments (38) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Its like they expect their women to say " Yes I prefer a dildo than a good quality vibrator"... No fkn way.
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Oh wait, it doesn't work sitting down - you know, the default position 99.9% of gamers play in.
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Rumble has got to the point where it's sublimable when playing games, heck the only thing that was significantly noticeable when I first got my Dualshock and still to this day is that the analogue sticks are better.
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Occasionally it adds something, like an F1 car's wheels touching the rumble strips, but the vast majority of times it is complete rubbish
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It's a good attempt to divert attention though. Well played.
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Get ready for something shocking: the world is not just EG.net. Sorry, someone had to tell you, sooner or later.
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I hadn't thought about Kinect's lack of feedback to be honest (actually I generally haven't thought about Kinect full-stop!) but, yes, I think it would feel strange to play console games not have any rumble. I guess that's another reason not to bother with Kinect then!
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Easy. It's like adding a red LED to the controller and flashing it when you get shot to simulate the blood spurts.
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1. Rumble is a useful feature, but tbh its not that big a deal. I never missed it on my first PS3 controller. I think its one of those things that if its working you don't notice it, and if its absent you barely notice it, and if its present and done badly you really notice it. When you think about everything that a game gives you in terms of feedback, is a bit of vibration really that significant in driving the experience? Would RDR (to pick my current fave) suck ass if it didn't have rumble, and would "insert name of very sucky game here" be profoundly improved by its addition?
2. Companies always say "XYZ isn't important" when they don't have XYZ and "ABC is crucial" when they do have ABC. No big surprise there. I also think the same applies to a lot of gamers for that matter. People that dislike company X will rail against them on matters such as this, and gamers that like company X will agree with their statements of how XYZ doesn't matter.
Seems to me that the presence or absence of rumble is far more important in PR and forum discussions than it ever was in actual games.
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So not only are they saying you dont need a controller, you dont need rumble, both things that are in the Xbox.... very strange... promote your latest product by slating the one thats dont pretty well for you. (bit like the fable 2 was crap but 3 is much better comments ms made).
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Well BAM! There it is.
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Dildo without rumble????....pffttttttt
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No, they are saying that the types of games you will play with Kinect, you do not need a controller or rumble because the controller is you and the immersion that rumble gives you with a controller is replaced by the immersion you get with the body motion controls. I guess it all in how you look at something.
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I can't really remember if my reasons for complaining about the lack of rumble in the original SixAxis was because I genuinely missed it, or more out of principle because I had come to expect it - even as previously mostly a PC gamer.
There's one game genre where I definitely would severely miss tactile feedback though, to the point where it could actively diminish my skill level - racing games. But outside of pure arcade racers I play racing games, on PS3 and PC, with my Logitech G25, and proper force feedback is obviously something entirely different than the simple rumble effects in a gamepad (and perhaps some cheap wheels as well?).
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Ive still got sixaxis controllers for the ps3, and if i want more I'll get sixaxis, much cheaper and theyre really light which is quite nice.
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"Being totally blind and using this stuff myself, rumble offers more than people imagine. "
Forgive me if I appear to be insensitive, but I'm curious as to how a gaming device works for blind people. Could you please elaborate?
Again, I'm not jerking your chain or anything, just curious...