I'm still confused with Project Natal. Most games require to move the character through maps. How will you do that? Run in place? Have the character navigate automatically?
You move around by gyrating wildly with your hips. Clockwise for forwards and Counterclockwise for backwards. Changing directions is done by physically turning.
Overall you'll kinda have the effect of a drunk who thinks he has a hula hoop.
Easy. Put a foot forward to walk, a foot backward to walk backwards, and head tracking to turn. Or, record your current position, and use a DDR type directional control, standing on the forward "arrow" to move forward, etc.
Or, hold the 360 controller in one hand for movement.
There are options. Some will work better than other.
Even full VR simulators rarely have "walk to move" functionality, because it's hard to control. Usability still reigns supreme here, and if immersion is lost due to lack of control, it doesn't matter how "realistic" your movements are.
natal isn't the holodeck.
I could see games where stomping your feet would work, like say a Survivor horror game, where the speed at which you run from enemies is dependant on how fast you run in place, but for FPS or other similar navigation games, walking in place just would seem cumbersome and unecessary for either simulation or control.
Sony's just released a 15.5-inch addition to its VAIO S Series that not only adds a crucial bit of extra display acreage, but also bumps things up to a full 1080p.
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I'm still confused with Project Natal. Most games require to move the character through maps. How will you do that? Run in place? Have the character navigate automatically?
You move around by gyrating wildly with your hips. Clockwise for forwards and Counterclockwise for backwards. Changing directions is done by physically turning.
Overall you'll kinda have the effect of a drunk who thinks he has a hula hoop.
you can use the Voice Recognition to tell it to move!
Easy. Put a foot forward to walk, a foot backward to walk backwards, and head tracking to turn.
Or, record your current position, and use a DDR type directional control, standing on the forward "arrow" to move forward, etc.
Or, hold the 360 controller in one hand for movement.
There are options. Some will work better than other.
Flit, none of those methods feel natural >_< Contradictory to Natal's goal to make game-playing feel more natural.
Even full VR simulators rarely have "walk to move" functionality, because it's hard to control. Usability still reigns supreme here, and if immersion is lost due to lack of control, it doesn't matter how "realistic" your movements are.
natal isn't the holodeck.
I could see games where stomping your feet would work, like say a Survivor horror game, where the speed at which you run from enemies is dependant on how fast you run in place, but for FPS or other similar navigation games, walking in place just would seem cumbersome and unecessary for either simulation or control.
Maybe Microsoft will show off an omnidirectional treadmill at next years E3.