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greenmedic88 said:

This is the same kind of logic that actually attempts to "applaud" the $150 MSRP of Kinect.

While it would be a bit pointless to ship the camera without any sort of software to showcase how it works, if you asked 100 potential buyers if they'd rather just buy the camera for $99 and spend the $50 difference on ANY Kinect game of their choosing... It doesn't take a market analyst to guess what the majority answer would be.

Kinect Adventures is essentially the equivalent of Wii Play, which amounted to a $10 game with the included controller.

As for the whole issue of ignoring the two active player limitation (believable considering each player can only have up to 20 joints being tracked according to the MS data sheet); don't. It's definitely an issue if Kinect is supposed to be the ultimate family/party game peripheral.

BTW, 20 joints per player isn't much (any character rig created in Maya with only 20 joints for example, would be a very basic model with limited animation), not that this limitation should prevent developers from producing acceptable results, but for those who were under the impression that Kinect would be able to detect intricate finger gestures in games; looks like you're out of luck unless fingers are the only thing a particular game engine is designed to track (at two joints per finger).

It just seems to me that the more formal information MS releases (clothing limitations, number of active players, amount of space required, etc), the further away Kinect seems be from the Project Natal concept reels from E3 2009. It's really going to be up to the games once you get past the smoke and mirrors of how Kinect works in reality.

M$ official data sheet is 48 trackable points. Please can you post your data sheet where you got this 20 point tracking info from???