"The human body is a great joystick." -- unknown

Motion capture technology is frequently used by game developers to capture human motion for their characters.

"Full Motion" is where motion capture is used on the PLAYER for the purpose of creating a 3D model that mimics the player's actions in real time.

2009-12-21

Preliminary Analysis: Project Natal (Part 1)

From what I've seen, there's an inherent design flaw with Project Natal.

Ever played a hover-sim, such as the Descent franchise? A hover-sim gives you complete control over your position and orientation in 3D space. That is, it gives you all six degrees of freedom (DOF) for camera control.
  • Move (forward/back)
  • Strafe
  • Slide (up/down)
  • Yaw
  • Pitch
  • Roll
In games that use a first-person camera, such as a modern FPS, you absolutely need these:
  • Move
  • Strafe
  • Slide (jump/crouch)
  • Yaw
  • Pitch
  • Roll
Project Natal, without a controller, only gives you these inherently:
  • Move
  • Strafe
  • Slide (move head up/down)
  • Yaw (turn head left/right)
  • Pitch (look up/down)
  • Roll (tilt left/right)
Because we have limited space in our gaming room, the camera can't follow our lateral (move and strafe) movements as much as would be necessary for a modern FPS.

If you haven't already seen them, watch the Project Natal Promotional Trailer and Basic Gameplay Demos. You'll notice that for each of the "core" game examples, only a fixed linear camera (either still or restrained, relative to the character) is used.
  • Promotional Trailer
    • Martial Arts Game - restrained camera
    • Racing Game - still camera
    • Godzilla Game - still camera
    • Soccer Game - still camera
    • Skateboarding Game - still camera
  • Basic Gameplay Demos
    • Ricochet (Dodgeball Game) - still camera
It seems the people that designed Natal forgot that our TVs can't move with us. It sounds too obvious to miss, but think about it. In the godzilla game, every time the player had to move the character forward, he had to take a physical step forward. He started the scene at the couch and ended up in the middle of the room. Starting to see the problem?

Example Controller-Free Solutions

Without a controller, you only have slide, yaw, pitch, and roll control through the Natal device. For games where either camera control is irrelevant, it doesn't need "strafe", or it doesn't need both "move forward" and "move backward", Project Natal works fine as-is.

Unless we want all other games to be on-rails, we need analog move and strafe controls. Since the space in our gaming room is limited, our options are also limited. We can either have:
  • Foot-based controls, where the locations of our feet on the floor (relative to some central position, akin to a DDR pad) control move and strafe, or...
  • Hand-based controls, where the locations of our hands in the air (relative to the player's body) control move and strafe
Each of these options would essentially prohibit us from using that part of our body for game-specific controls.

Example Controller-Based Solution

Let's see... We need some kind of one-hand controller with a joystick that'll handle the move and strafe functions. It may also need a button (or an analog trigger) or two.

Sound familiar?

I know. You're thinking, "What? The Wii nunchuck? That's a Nintendo controller! How's that going to help?" As I see it, Nintendo got the nunchuck controller right, but for the wrong reasons. Those familiar with the "Grab" haptic interface I designed know it uses force-feedback for "touch" (rumble), a button for "grab" (the "B" button), and a button for "interact" (the "A" button). For Natal, a wireless nunchuck equivalent could do all this. However, it wouldn't need motion sensors, as Natal already knows where your hand (which is holding the nunchuck) is located in 3D space.

Naturally, a second nunchuck-like controller would be needed for the player's other hand, but mostly for the buttons. The second joystick would be free for game-specific functions (like how the D-pad is used in Wii games that use both the Wii remote and nunchuck).

There's now a part two to this ongoing preliminary analysis. It can be found HERE.

3 comments:

Dblueguy said...

Wow never thought of it like that.

Llaandr said...

Camera control has been a major issue since the early days of N64 and PSX, and even today it still baffles newer consoles. I think this idea is good. Having foot controls requires more gear and setup, and movement for camera presents a major problem (you mentioned it). I think the only ways to allow full controls would have to be a sensory control for remote (one not used for gameplay) that doesn't require the person pushing more buttons than the action buttons and control stick. The position of the nunchuk sounds ideal. However, games, like Twilight Princess's, would have to sacrafrice movements like the circular attack (requires rapidly moving the nunchuk) to make this work. Small sacrafice for a better gameplay experience. I doubt PS4 and Xbox 720 would try to copy Nintendo too much by creating an attached controller like the nunchuk in fear of a lawsuit. They're probably stuck in camera hell.

zach said...

someone on the popsci website mentioned the idea of other types of movements to get your character moving in one direction. so say in a FPS you start at one point in the room if you want your character to move forward then you could simply step forward once and your character would continue to go forward until you step back. if you need to go faster you could take two steps foward. Yes it would take some getting used to but what new games don't? Some one else also mentioned twisting motions being an isssue. well if natal can pick up locations of fingers this wouldn't be an issue. im sure as games begin developing for natal they will come up with ingenius ways for you to move your character.

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