Possibilities of Interactive Storytelling with Project Natal

Spurred by the overwhelming popularity of Nintendo's Wii, Microsoft recently unveiled Project Natal, a new controlling interface for their Xbox 360 console. Unlike the Wii's remote controller though, this interface is basically a motion sensing camera with voice and facial recognition. The following video gives an example of some of the more radical possibilities brought by this project.



Interactivity in videogames is nothing new, but this technology may bring some exciting new concepts that allow you to use your body and be immersed in novel ways. The part where the user "dips" her hands in the water and makes it ripple shows some of the more creative ideas that i hope game designers can work with using this technology.

Comments

Minh-Tam Le said…
I watched the video and also went on youtube to find out some more. I found this video if anyone is interested.

http://www.youtube.com/watch?v=g_txF7iETX0.

I feel the possibilities are endless with the way that technology has evolved throughout the decades. I wouldn't be surprised if people of the next generation considered our ipod a their "cassette player". The way that technology is growing is both exciting and scary. Watching science fiction movies with technology that we build taking over our world is not pleasant. It is also crucial that users of technologies like Project Natal distinguish between reality and fantasy. Technology could develop to the point that a person would not need leave the house for weeks at a time. Everything could be done at home. While that is convenient, how would that change society?
arturo said…
Minh-Tam has hit on one of the most controversial subjects in today's media world. On one hand, the camp that says that games increase hand-eye coordination, strategic thinking etc. and some of this is correct. On the other camp those that equate videogaming with some of the most addictive drugs in the streets today. Both are correct, unfortunately. This issue however is considered almost tabu in certain circles, because, like it is true in politics, war and yes, drug trafficking, the stakes are unimaginably high. Standard statistics by business organizations put it in the order o 60 billion per year, but i believe that number is a gross underestimate since it is based mainly in current console and PC sales by the major players and ignores many other revenues streams. The industry employs around 250,000 in the US alone. Not for nothing when referring to the biggest business in the planet, it is called "the military-entertainment complex".
The technology that creates addiction, seizures, ADHD and other dysfunctions is frequently used in certain types of games because it works, and the industry will do anything in their power to dismiss the dangers as scare tactics used by simpleton parents who do not understand their children.

But the fact is that is rapidly becoming apparent that the addictive nature of some types of games is a serious social issue. In Japan there are "detox" clinics and camps where young people, voluntarily in some cases, and forced in others, undergo a treatment which basically includes spending time in a natural environment without any access to digital technology, and get an immersive treatment in problem solving, such a building a basic bridge with twigs, ropes and such. I must say that some of these youngsters had been isolated, without any contact with any other being sometimes for weeks at a time and in some cases near death for food deprivation (other than sugar and caffeine). This type of camp has appeared in the US in recent years as well. Here is one example:
http://www.aspeneducationgroup.com/gameaddiction/usnewsarticle.asp

This is a very big and interesting topic and I don't intend to go on forever, just a little food for thought...
Minh-Tam Le said…
Ah. It is interesting about the detox camp in Japan. I was talking with a pre-med student today, who is interested in pursuing a career in psychiatry. He informed me of a similar camp in South Korea.
Project Natal is the most exciting thing to happen in videogames since the Pacman found his way to your television sets. The player is now the controller. We have become nearly fully immersed in the gaming experience by becoming part of the machine. Project natal and anything similar afterwards will fill that void created by using a medium(i.e. controller, keyboard, mouse, etc) to control our technology. The technology will soon be an extension of ourselves and vis-a-versa
Taylor Auerbach said…
The uses for this technology seem endless form the viewpoint of not only a gaming perspective, but also future considerations for technology in general. As we discussed in class and other people have talked about, the need for keyboards, mouse and hardware in general is seemingly going to disappear in the near future. From a gaming perspective uses such as being able to use your own items, such as your own real life skateboard in game are really bending the lines on what is real and what is virtual.

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