I am still waiting for a killer app, hopefully that will come at E3
I am still waiting for a killer app, hopefully that will come at E3
| thegameist said: Does the ball on the end actually function somehow (touch sensitive, accelerometer, pointer?) or is just for looks? That's my only thing with the Move...I just feel weird about the ball...I feel like I'll look like a wizard or something when swinging it around. :) |
they use it for tracking purposes, basically the ball lights up and the software tracks the ball in 3d space, this is how the ps move works, maybe you should read this for more info
GDC 2010: SCEA's research team shows off the PS3 motion controller, from untapped potential to unfortunate limitations.
Who was there: Sony Computer Entertainment of America platform research manager David Coombes, developer support specialist Kirk Bender, and R&D researcher Anton Mikhailov delivered an hour-long programming track session meant to introduce developers to the Move motion controller.
What they talked about: Coombes started off his talk by explaining how the motion controller works. The controller itself has inertial sensors built into it, including an accelerometer and a gyrometer that sense motion on three axes. However, since those sensors have some fundamental limitations, Coombes said they had to add the illuminated ball on the end of the controller and the camera peripheral to help the system track controller movement better. In addition to helping with tracking, Coombes said the ball color could be changed to identify player one from player two, three, or four, as well as provide gameplay feedback. For instance, when taking damage in a first-person shooter, the ball might flash red.
Mikhailov took over, explaining how Sony is always on the lookout for new interfaces like the PlayStation Eye, the Buzz controller, or the SingStar microphone. The reason behind all of those interfaces was to deliver new experiences to the end user. He said they wind up doing well in their own markets, even if hardcore gamers don't really show interest in them. For example, he said Sony had sold over 10 million cameras, even if hardcore gamers might not even know the peripheral exists.
The three key ingredients for a deep game are expressivity, precision, and immediacy in the interface, Mikhailov said. But if a developer wants to make a casual game, those qualities all take a backseat to an intuitive interface. Expressive controls can increase the richness and variety of the game experience, which hardcore audiences demand. Accuracy is crucial for hardcore players because they want their commands conveyed instantly to the game. If the system is misinterpreting the player intent because of a bad interface, traditional gamers will get upset. The same issue is in play with immediacy; if there's too much input lag or latency, hardcore gamers will get frustrated. Mikhailov did note that immediacy is also important in casual games, but primarily in how it aids intuitiveness.
What makes a game intuitive is that the interface does what it looks like it should do: The microphone in SingStar acts as a real microphone would. Immediacy is hurt whenever there's abstraction in the control scheme. For example, pushing the X button to swing a bat in a game is not intuitive at all. It needs to be told to the user or discovered through trial and error.
The motion controller is a bridge between the different options, Mikhailov said. Its expressivity and immediacy are both exceptional, with high degrees of intuitiveness and precision. It allows the depth and expressivity of a Dual Shock, but retains the intuitive qualities of something like the Buzz controller or the SingStar microphone.
Going into the design of the controller, Mikhailov mentioned the one big action button on the top, which gives players an easy first option for what they want to do. It also has an analog "T button" on the back for squeezing actions. Rumble functionality will provide some tactile feedback, and it is wireless with a rechargeable battery (but no speaker). As for the sub-controller, Mikhailov glossed over it quickly, saying the audience was already familiar with the idea. Delving into a bit of tech talk, the designer said the camera has a field of about 75 degrees, with XY tracking down to millimeters and Z-axis tracking to a few centimeters.
Mikhailov gave a tech demo of the system using a pair of Move controllers. He explained how lighting was a problem developers always had with the PS Eye, something that was addressed well by having the illuminated balls on the end of the controller. He next demonstrated the precision of the controllers, spinning them around rapidly to show how CG swords on the screen followed his hands perfectly and didn't wobble or float regardless of how he changed the angles or spun them. One test even had the system "draw" a virtual Move controller over the actual Move controllers in Mikhailov's hand, which drew laughter from the audience.
The balls on the controller are RGB LEDs, which Mikhailov showed off by switching the colors on the fly all along a rainbow spectrum. A "puppet" demo he showed off combined the motion controllers with the PS Eye body-and-head tracking, where the demoer's actions appeared to match up one for one with a third-person dungeon exploration game onscreen. He pointed out that the buttons on the Move controller allowed for exceptional precision with actions, saying a strictly camera-based system like Natal would have difficulty with accurate tracking of fine movements.
The potential of the Move controllers goes beyond the tech demos Mikhailov showed off. He also mentioned the potential to emulate multi-touch control schemes by using two of the controllers. He said with a little hacking, he was able to hook the controllers up to a PC and legitimately play Starcraft. Some PS3 developers have also used the Move controllers to help them model in Maya as opposed to using a mouse.
Bender then took over to talk about more technical tools for developers to use. He said developers would be able to take advantage of face-detection technology that can recognize and remember multiple users, as well as determine a user's age (roughly), gender, whether or not the user is smiling, if his or her eyes are open or closed, and so on. He also said developers can use head tracking to determine the body position of the player even when the player's face is hidden or his or her back is turned to the camera.
Bender said the technology could be used to base in-game characters on a player's head and face, as well as change the view based on the way a player is leaning in the camera. He suggested a quiz game where players could answer by nodding yes or shaking their heads no, or perhaps a shooter where players smile to equip the BSG, "big smile gun."
Mikhailov took over to show off an actual game, Move Party!. He started it up from the PS3 dashboard and calibrated it to the system simply by pointing the controller at the camera and pushing the action button. A flash of the camera later and the controller was locked in. Mikhailov and Coombes took their pictures and said their names into the PS Eye microphone, and then it was time for the first minigames.
The first game challenged the pair to use a fan to blow falling chickens safely into their nests. Coombes wound up slaughtering his share of fowls, as most chicks either plummeted to their doom or met a gruesome fate in the spinning blades of his fan. Mikhailov easily bested him, showing off tricks like floating a single chick above the fan for a prolonged period of time to get a hangtime bonus.
When asked about the competitive balance issues raised by games that use either the Move controller or the Dual Shock, Mikhailov brought up SOCOM 4, saying that different people excel with each method. Recently, he said some of the testers using motion controllers were able to crush their Dual Shock-using counterparts.
Mikhailov also demonstrated the game's ability to track the Move controller even when the ball was hidden from the camera. For short periods of time, developers can rely on the inertial sensors in the controller to keep track of where it is fairly accurately. However, when Mikhailov held his hand over the ball and waved the controller around, the system lost track of it after a few seconds.
Quote: "These interfaces aren't bad because they're lacking these hardcore features. They're good because they [lack them]."--Mikhailov, on criticisms leveled against the SingStar microphone, PS Eye camera, and Buzz remote control.
Takeaway: The goal of the demonstration was clearly to send developers away convinced that the Move controller could do whatever developers wanted of it. It supposedly offers the precision of standard control schemes with the pick-up-and-play intuitiveness of the Wii or (in theory) Project Natal. While there were hiccups in the demonstration (Coombes accidentally hit the PS button during one demo, causing the game to stop and the XMB to surface), the audience seemed suitably impressed with the thought that went into the Move's design.
it's the future of handheld

PS VITA = LIFE
The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1
| d21lewis said: If the end result of this thread results in ALL of the other Playstation Move threads getting locked, I will let you have one night with my sister. |
jneul is a dyke? and you're your Sister's pimp ? thats extreme 
- Wasteland - The Mission.
Cool. Thanks for the info. I didn't realize all the stuff it'll do. I've been thinking of jumping into a PS3 or 360....the Move seems like a good system mover, if they get some quality games for it.
I found another video, that I hope will eduate the people who constantly hate on Ps Move and claim it is a rip-off, it should educate them, hopefully
it's the future of handheld

PS VITA = LIFE
The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1
This is a list of PlayStation Move compatible games released or planned for release on Blu-ray Disc or for download through the PlayStation Store.
There are currently 23 (exclusive: 18; multi-platform: 5; console exclusive: 18; PlayStation Network games: 4; Move-only: 13; Upcoming games: 16) games on this list.
The column "Exclusive" indicates whether the PS3 is the only platform on which the game is available. This does not include hand-held game consoles or mobile phones which generally run a completely different version of the game under the same name. A value of "Console" for exclusivity means that, while a title may be available as an arcade game or on a PC using Microsoft Windows, Unix/Linux, or Mac OS X, it is not available on any other video game console in its native mode. "Move-only" indicates whether the game supports only the PlayStation Move controller or other PlayStation 3 controllers as well, while PlayStation Network game indicates that the game is downloadable through the PlayStation Network.
Most of these games will support the PlayStation Move natively at launch.
| Title and source | Developer | First released | Japan | Europe | North America | Exclusive | Move-only |
|---|---|---|---|---|---|---|---|
| Ape Escape → | SCE Japan Studio | Unreleased | TBA | TBA | TBA | Yes | Yes |
| Brunswick Pro Bowling → | Point of View, Inc. | Unreleased | TBA | TBA | 2010 | No | Yes |
| Echochrome 2 (working title) → | SCE Japan Studio | Unreleased | TBA | TBA | TBA | Yes | Yes |
| Motion Fighter (working title) → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| Move Party (working title) → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| Sing and Draw (working title) → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| SOCOM 4 (working title) → | Zipper Interactive | Unreleased | TBA | TBA | Fall 2010 | Yes | No |
| Slider (working title) → | SCE Japan Studio | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| Sports Champions → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| The Lord of the Rings: Aragorn's Quest → | TT Fusion | Unreleased | TBA | TBA | Fall 2010 | No | No |
| Tiger Woods PGA Tour 11[1] → | EA Tiburon | Unreleased | TBA | TBA | June 8, 2010 | No | No |
| The Shoot (working title → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| Tower (working title) → | TBA | Unreleased | TBA | TBA | TBA | Yes | Yes |
| Toy Story 3: The Video Game → | Avalanche Software | Unreleased | TBA | TBA | June 15, 2010 | No | No |
| TV Superstars → | TBA | Unreleased | TBA | TBA | 2010 | Yes | Yes |
| Under Siege[2] → | Seed Studios | Unreleased | TBA | TBA | Spring 2010 | Yes | Yes |
PlayStation Move support for these games will be included through patches after the game's release.
| Title and source | Developer | First released | Japan | Europe | North America | Exclusive | PSN game |
|---|---|---|---|---|---|---|---|
| EyePet → | SCE London Studio | October 23, 2009 | TBA | October 23, 2009 | April, 2010 | Yes | No |
| Flower → | thatgamecompany | February 12, 2009 | TBA | February 12, 2009 | February 12, 2009 | Yes | Yes |
| High Velocity Bowling → | Team Ramrod | December 6, 2007 | TBA | December 7, 2007 | December 6, 2007 | Yes | Yes |
| Hustle Kings → | VooFoo Studios | December 22, 2009 | TBA | December 22, 2009 | January 28, 2010 | Yes | Yes |
| LittleBigPlanet[3] → | Media Molecule | October 27, 2008 | TBA | November 3, 2008 | October 27, 2008 | Yes | No |
| Pain → | Idol Minds | November 29, 2007 | TBA | March 20, 2008 | November 29, 2007 | Yes | Yes |
| Resident Evil 5: Alternative Edition[4] → | Capcom | February 18, 2010 | February 18, 2010 | March 12, 2010 | March 9, 2010 | No | No |
it's the future of handheld

PS VITA = LIFE
The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1
Severance said:
jneul is a dyke? and you're your Sister's pimp ? thats extreme |
What!? She's a chick? Well I'll be damned!!
d21lewis said:
What!? She's a chick? Well I'll be damned!! |
surprised much
it's the future of handheld

PS VITA = LIFE
The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1
Nice thread :) Ape Escape ftw!
Really eager to see what the final products will look like for Motion fighters and the slider

In-Kat-We-Trust Brigade!
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For All News/Info related to the PlayStation Vita, Come and join us in the Official PSV Thread!
Awesome Kevin Butler video advertising Ps move, I love you Kevin!! (with thanks to radiantshadow92 on his thread lol)
it's the future of handheld

PS VITA = LIFE
The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1