Adinnieken said:
The time it takes to implement is equivalent to copying pasting code, because that's exactly what you're doing. If you're smart, you've put all your code for such purposes in a library and the only thing you do is make a reference to that library in your code. Since you've already used that library, you know it works, and if you're using a good IDE, it'll tell you if your code is broken before you compile it. So, geez oh mighty, it isn't that big of a deal! |
Even with re-using code, it still takes time to figure out how to apply it to new games. The more complex the input method the more testing is needed. For example is it physically possible to make certain gestures one after another in the allotted time. Does the game need to be slowed down to allow for gestures to be completed or commands to be spoken in between the actions.
It's not just receiving the inputs from Kinect, it's also tailoring the game to an extra input method, and balancing the gameplay between both. A lot of developers don't even bother anymore to optimize a game for mouse use on PC, certainly those APIs are mature enough.
Sure some tacked on Kinect use is easy to add in the game, I wouldn't expect much from it from 3rd parties though.