Showing posts with label hardware. Show all posts
Showing posts with label hardware. Show all posts

Monday, May 17, 2010

3-D fails

I've seen two films with the new 3-D technology now: Avatar and Clash of the Titans (the 1981 version's better). And I, along with many others I've spoken to, am not thrilled by the 3-D. Though I appreciate the fresh experiences it provides, I much prefer traditional HD.

The problem is clarity. It seems the new 3-D tech creates tunnel vision, blurring all but the small part of the movie screen one is focused on. One might argue that this mimics natural vision, but the effect is not noticed with natural vision. It's simply a crisper picture and more pleasant experience for many, if not most viewers, without 3-D.

So, while I was cautiously excited about the new tech before it was demonstrated, I'm now hoping gaming will avoid the fad.

But there is an alternative to explore. Why not eliminate TV screens altogether and project visuals directly to the glasses?

It would make less sense for movies than for games, since movies rely on tighter control of what the audience is seeing at any given moment. But for games, think of all you could do with that extra joystick on the controller if looking in a 3-D environment was controlled by the player turning and tilting his head. And might it feel more immersive? A vestibular system in the glasses' rims could detect tilt.

I'm not impressed by the latest 3-D tech, but there are still plenty of viewing options to explore.


P.S. Yes, I plan on blogging again, though probably not with the same frequency as before.

Monday, August 31, 2009

facial recognition

As I'm reading IGN's interview with Peter Molyneux, I think about pets. No, not because Fable 2 has a dog. Pets come to mind because they demonstrate how personal something can be without verbal communication.

All a dog needs from you to respond accordingly is your face. Project Natal currently includes accurate enough facial recognition to distinguish one player from another, but I doubt it can detect all the subtle signs of emotion in a human face.

If a game publisher can create a camera system with that kind of accuracy at an affordable price, the sympathetic connection between players and game characters will be able to strengthen exponentially.

Tuesday, August 18, 2009

consoles as PC support

I might be mistaken, but I bet a console could be designed so that it could be hooked up to a PC via USB (or something similar) so that the console could augment the PC's processor and RAM.

My computer is over six years old. At this point, it cannot play many games at decent graphic levels and performance. But if it could offload some of its needs to my Xbox 360, then I could probably play almost any game.

I hope something like this is included in the design of next generation consoles.

Wednesday, April 08, 2009

Microsoft Surface games

If Microsoft Surface does become a popular household item one day -- or even just a hotel lobby passtime -- there will certainly be games for it. I don't believe it will greatly change device interaction in general (not person-device interaction, anyway; inter-device interaction, yes), but its unique interface definitely invites fresh types of gameplay.

Touchscreen technology has been around a while now. The iPhone and Nintendo DS are popular, but all such products require one hand to hold and one hand to operate. MS Surface, being a table, invites use of both hands. That drastically affects gameplay potential.



You might immediately think of arcade-style games when imagining Surface games. But deep AAA action adventure games are also possible... especially if linked to a pair of gaming goggles (3-D films and games should be common by the time Surface comes down in price, so using 3-D goggles might be common).

For example, imagine a game involving free-diving and swimming in the ocean. The player could move her hands on the MS Surface similar to true swimming motions. Starting one's hands in the middle of the screen and dragging them outward would propel the character forward in the water. Dragging both hands to the left or right would turn the character. Dragging both hands up or down would send the character to deeper or shallower water. Meanwhile, the goggles would allow the player to look independently of her movement... which enables gameplay like chasing and fleeing.

Placing the fingertips of one's open hand on the Surface and dragging them together would enable you to grab objects (including ladders). The opposite could drop or throw items, depending on the quickness of the movement. Dragging one hand could also throw objects, since only both hands together move the character through the water.

A light slap of the hand on the table could signal a punch or other blow (though I'm not sure how resilient Microsoft's table is). Dragging a finger in a circle around an object could throw a net.

Anyway, I'm really not trying to design a game here. I just mean to show that being able to interact with a touchscreen using both hands creates many possibilities not available when using only one hand. I don't forsee MS Surface becoming an ubiquitous device anytime soon. But if such a day comes, it could be fun for gamers.