Chapter 851: The Rugged Road of Somatosensory Games in History

To be honest, we're just just introducing motion to the game.

However, the application of somatosensory in society in the future is definitely not only in games, in fact, the later touch screen can also be regarded as a kind of somatosensory.

Jester knows that the history of somatosensory is not all smooth sailing, but full of bumps in the road—from the time the first game manufacturer came up with the idea of somatosensory until he crosses it, and the rough road continues with no end in sight.

It should be a more accurate way to call the next eleven or twelve years a somatosensory era.

Handheld computers, home consoles, and even mobile phones and tablets, almost all hardware terminals with entertainment functions have been scratched by various manufacturers to continuously add elements and functions that can make consumers' eyes shine, but they don't seem to care whether these highlights are mature or necessary.

As a result, we have mobile phones and handhelds with gravity sensing functions, sound and light sensing functions, multi-axis gyroscopes, large-scale amusement machines with various gameplay methods, and even home computers that do not need traditional control handles. In a world that is moving so fast, even entertainment is on the high-speed train of technology, and we can even easily look ahead to how the entire gaming industry will change in the next five years or ten years. Are we now convinced that playing in a somatosensory way will no longer be an eye-catching experience, but will become a necessity for gaming?

This problem is not conclusive even in the era of Jester crossing, indeed, whether it is WIIU's semi-somatosensory or Microsoft's Kennett in Jester's time of crossing, there are actually some players who are not too important, but no one will ever say that somatosensory is outdated - because somatosensory games, especially those somatosensory games on WII, are incomparably fun even in the era of PS4 and XBO.

A lot of players asked Nintendo fans.

Do you think the game is fun to play with a screen full of mosaics?

They will always answer you in a very positive tone: "Aside from the flashy graphics, you can only seek pure gaming fun, Nintendo's games are like that, as long as the picture is enough to see, why be too real?" You're playing a game, after all. Instead of graphics, you can watch well-made CG or movies with good graphics, so why bother playing games? ”

Of course, Nintendo's games are pure gaming fun.

But when it comes to game design, Nintendo's abilities should be unmatched.

Somatosensory games, literally, are the types or ways of using the body to feel a game in person. It is no longer limited to the traditional gamepad button input commands, but uses the player's own body movements to change and control the progress of the game. Later, to everyone's surprise, Microsoft's Kinect is the console peripheral that most meets the definition of somatosensory gaming in the strict sense, much more than WII, although Kinect's creativity and experience are very advanced. However, as I said before, Microsoft is not the first manufacturer to be interested in somatosensory and make a product.

It's not even a second one.

I said before that Atari was even more advanced than Microsoft's Kennett, and the idea of using the brain to control the game.

Although such an idea is somewhat whimsical now.

In the original history, with the expansion of Nintendo's FC or NES game console, it seized the market of Atari and made Atari withdraw from the stage of history with regret and remorse, and the era of Nintendo's rise came.

The abundance of software has injected a steady stream of vitality into the young FC console, and Nintendo has also taken steps to seek innovative gaming experiences with great momentum.

Starting with the most well-known Zapper, Nintendo has been crawling on the road of somatosensory. There have been a lot of peripheral peripherals like PowerGlove (energy gloves) that make people speechless along the way. Take the energy glove as an example, friends who have watched the A~VGN series (AngryVideoGameNerd, commonly known as James) short films in China will not be unfamiliar with the complex password disk. The scum-like hand~ feeling, as well as the signal receiver that can't be stabilized on the TV, and the few games that support this peripheral, all the examples point to one fact: the energy glove is a piece of flight.

But. This did not prevent Nintendo from groping and innovating on this path, otherwise. Maybe Nintendo won't make an epoch-making product like the WII that changes the way the game is played.

Of course, even Nintendo's progress on this road is extremely bumpy.

Energy gloves aren't the worst somatosensory devices, and a later peripheral called U-Force volunteered to stand up and prove to us that there is no such thing as the worst, only worse.

The laptop-like peripherals use infrared sensors to detect movement in the electromagnetic field inside its panel, controlling the actions of the characters in the game. Unfortunately, in the late '80s, infrared motion detection technology was immature, and eventually, gamers could only wave their arms like crazy on the panel when they got the finished peripheral, hoping that it would recognize the player's movements. The peripherals also come with a plastic flight control stick for playing flight simulation games. There is no suspense, the feeling of this control lever is still unbearable.

Of course, in the original history, Sega, which staged a console war with Nintendo at the end of the eighties, was naturally unwilling to lag behind Nintendo in any aspect.

In MD, there is a somatosensory peripheral called ctivator that uses the same technology as U-Force to use infrared sensors to sense the player's limbs.

But what we know from U-Force's experience is that don't get your hopes up for the infrared motion detection technology of the '80s - in fact, the Activator is just as maddening as U-Force. Each side of this octagonal peripheral is mapped ~ to different buttons on the controller, and all the player needs to do is stand in this octagonal frame and dance like a madman, hoping that their movements can be transmitted to the host computer through this insensitive sensor to control the actions of the game character. It's clear that when it comes to tossing players, Activator succeeds.

After tasting the pain of somatosensory, Sega was disheartened and did not have the idea of somatosensory for a while. Until its last home console, the Dreamcast. There's a weird coming-of-age game in DC called Seaman, and this SeamanMicrophone is made for this game. The SeamanMicrophone is a microphone peripheral, and by connecting it to the DC, players can interact with the main characters of Seaman.

Of course, this thing has also turned out to be a whimsical and immature product on the part of Sega.

Microphone or something, of course, Nintendo, this strange manufacturer, has long thought of it. As early as N6~4, Nintendo made this peripheral called VoiceRecognitionUnit. The literal translation of this peripheral is called a speech recognition unit. Just plug it into N6~4 and you'll be able to control Pikachu around the game Heyyou, Pikachu via microphone - but unfortunately, that's not possible based on previous experience. Most of the time, the player just keeps yelling at Pikachu, and Pikachu seems to be completely inaudible to what adventures and adventures. From this, we conclude again: after plugging in the VoiceRecognitionUnit, Pikachu is deaf.

After entering the new millennium, with the rapid development of new technologies, they are advancing by leaps and bounds. The new technologies that major game companies have are no longer comparable.

Something that seemed whimsical or even failed before can now be taken out and turned into something very creative.

Sega regretfully withdrew from the console market that they had been competing with Nintendo for more than ten years. Their successor, Microsoft, has joined the fray, sharing with Nintendo and Sony the huge market for console games, which is worth more than 10 billion dollars a year.

The three-legged momentum was finally formed. In order to check and balance each other, each family is doing their best. Do whatever it takes. Naturally, the leaders of the manufacturers will not forget the long-cherished wish that has not been realized at the beginning - somatosensory games when the technological power has developed to a certain height.

In 2003, the tech-enabled Sony launched a peripheral: EyeToy, for its most successful and proud console, PlayStation 2. Sony was playing a big game of chess at the time, and the somatosensory plan, including this peripheral, was actually underway as early as 2000. At that time, Sony even conceived and prototyped the concept of PlayStationMove, and EyeToy was just the first step on their journey to somatosensory.

To put it bluntly, EyeToy is just a camera that collects the player's body language through the camera to play the game, allowing the player to completely disengage from the controller. This 300,000-pixel camera, officially authorized by Sony and produced by Logitech, caused a sensation in the market as soon as it appeared, and they were amazed by Sony's technical strength and forward-looking vision. There are more than 30 games that support this peripheral, but for some reason, these more than 30 games don't seem to be popular. EyeToy also quickly retired from the stage of history as the console entered the next generation.

After entering the next generation, Sony also followed the example and made a camera peripheral with the same parameters and integrated microphone function for its new console PlayStation3, PlaystationEye. Unfortunately, this peripheral doesn't make much sense to use alone, and is mainly used to play games with PlaystationMove.

But in front of Nintendo's WII and Microsoft's Kennett, Sony's set of body sensations does not seem to have been recognized by many players.

After the new millennium, Nintendo seems to have reached a fork in the road.

After the retirement of legendary president Pu Yamauchi, and after the fiasco of NGC, the two paths at the fork in the road became a question of survival or destruction, and after several selections, the future president of Nintendo ZTE chose a path that was not favored at the time - we had to do something different from others.

Since our handheld is not as good as PSP in terms of function, then we will make a handheld with a completely different way of use, which is NDS.

Since we can't spell Microsoft and Sony on pure hardware, then we will do what they won't do, that is, somatosensory, to be precise, compared to Sony and Microsoft's camera capture, Nintendo uses a simpler, more ingenious technical means, semi-somatosensory.

This is Nintendo's next-generation console that has regained the throne in one fell swoop - Wii. With a unique nunchuck-shaped controller, the game of sitting in front of the TV and rubbing the controller is changed, so that the player can really move.

This is a superhost that has sold more than 100 million units.

At her craziest, Microsoft's 360 and Sony's combined 360 and PS3 didn't sell as much as it did.

He has conquered countless players with his unique gaming experience, and even now Jester can recall the first time he played tennis on WII and Zelda: Sword of the Sky, that shocking feeling, probably his entire gaming career, this is the only time, Jester had only one thought in his mind at that time, and that is.

That's the game the future should be.

Of course, as a giant in the field of electronic technology - Microsoft, they are naturally not willing to be left behind, in terms of research and development, I am afraid that Nintendo and Sony together are not as strong as Microsoft's technical strength, and this is also the case, Kinect is indeed the most powerful and successful somatosensory device even up to Jester crossing, his sense of technology, his technical content, is not at all comparable to Nintendo and Sony's somatosensory devices.

He shocked the world as soon as he appeared at the E3 exhibition in '09.

The most amazing thing about this peripheral is that it doesn't require any controller to hold in your hand at all. This is something that neither Nintendo nor Sony has done. Kinect works by using a camera capable of capturing 30 times a second, a sensor that detects force and depth, and four microphones that pick up sound, forming a 3D image of the player's space, and then analyzing the player's body movements. Obviously, on a technical level, Kinect is far superior to wii and PSMove, so Kinect is also jokingly called "Mars technology" by players.

However, the power of Kinect does not mask one of the most critical problems, which is that Microsoft simply does not have a team of game developers as strong as Nintendo's first-party development team to develop the great motion games for Kinect that Nintendo developed for WII.

This also proves a concept that Jester adheres to from another aspect.

The game is the fundamental, and the console is just a carrier.

There won't be many players who will buy a console for a simple piece of hardware, because the purpose of the console is to play games. (To be continued.) )