[games_access] First experience of Kinect

Sandra Uhling sandra_uhling at web.de
Thu Aug 19 17:14:41 EDT 2010


Hello, 

 

here are my first experience with Kinect. Note I did not test it very well.

I played only a little bit some beta version on the gamescom.

 

I am very interested in Reviews with Silver Gamer and Kinect. I have the
feeling

that the gameplay will be easier to understand than Wii games, but the
gamespeed 

is still too high. And maybe sometimes the graphics are still too complex
and disturbing.

A changeable gamespeed and alternative simpler graphics would be great.

For exergaming the games are usually very good. So my focus was Game
Accessibility.

 

 

The central point is, that we have now a technology where there are lots of
possible inputs.

e.g.:

.         Use/Need left/right arm (can be critical: see dance central)

.         Use/Need both arms

.         Sometimes you have to stand

.         Sometimes people have to jump

.         You have to use upper and or lower body

.         Someties you can use your voice

.         Gamepad can be used as alternative?

 

What is supported and what is required depends on the game and the
developer.

So the big question is: How can customer find out, what kind of input is
needed to be able

to play the game? I personally think that this question is very important to
some customers.

It would be great to have symbols on the cover: What kind of input is
required to play the game

and are there sometimes alternatives? But who is going to establish them?

 

I am wondering if they did ignore the IGDA GA-SIG List or if they never
received it. E.g. an alternative

for input and output was one point I added to the list. But it looks like
that there are usually no Alternatives.

 

 

Kinect Sport: 

It looks like that it is possible to use left or right hand

 

Dance Central:

It offers a slow motion solution in training mode, when the gamer does not
get the moves right.

But I have the feeling that there is still a second slow motion needed. Also
separate trainings for

upper and lower body would be very useful.

The key here, is the menu. It is the most difficult menu of the games I
played. You have to use your

right arm and it is very difficult. Also a person with good mobility needs
some training for it.

 

 

Ubisoft Games:

I love the menu. You can use left or right arm. And it is very easy and
intuitive  to use. The person said 

that maybe the menu of the sport game can also be used with a gamepad. Does
anyone have contact to Ubisoft?

It looks like the people are little bit open for these special needs.

 

Sonic Free Riders:

I loooove this one. There is a swimming part where you can use your arms,
but you do not need your arms.

When the player does not move the arms, the figure is automatically moved
forward. (But I do not know

about the menu!) One open question is the jump, what happens when the person
does not jump?

 

The key point usually is the menu. Also when the gameplay does not require
much, the gamer still has to use

the menu to be able to play the game.

 

Maybe a dancepad could also be a very interesting Alternative for use of the
menu? Imagine someone

who have no arms, he could play some games and control the menu with the
dancepad. Or maybe the 

voice recognition could be used?

 

Summary:

The menu is the most important part.

Changeable gamespeed would be great.

More alternative inputs would be great.

Symbols on the cover would be great.

Selection of the "menu-arm" would be great.

Easier menu would be great.

The support of a gamepad would be great (also it maybe not fit the gameplay
very well. It is more important 

to be able to play with other together)

 

I see a very high potential for "Games for Health" games.

 

Best regards,

Sandra

 

 

 

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://pairlist7.pair.net/pipermail/games_access/attachments/20100819/9d24996a/attachment.htm>


More information about the games_access mailing list