SvennoJ said:
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.
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In some game types, yes. Game types that require timed gestures. Not all game types would require that however. Skyrim's voice commands, for example, allows you to speak at any time. It's an open mic, so it Kinect is waiting for you to say something. You just have to say it and when you do, the game interprets the input as a command. It looks for a gesture movement, and if it sees it, it interpets that gesture as the command. There's no timing involved, other than the gesture itself must be executed appropriately.
Yes, you could have situations where the numbers and complexity of moves would require tight timing. I'm not arguing that you can't have situations where you need to tune the input actions to the gameplay. But that doesn't necessarily require significant resources to accomplish. Coding is what requires significant resources, not tuning. Coding requires knowledgable developers, time, and money. Tuning requires beta/user testing. Reusing code signficantly reduces coding time, if it didn't everyone would write their own gaming engines from scratch every time they wrote a new game. That doesn't happen, because it's absolutely proposterous.
Trying to suggest that tweaking code to tune the game play requires a significant investment is a stretch. The only instance where that would be true is with a game where the input method was solely Kinect and timed events were the rule not the exception. I have no doubt, for example, that Dance Central required a significant amount of time to tune initially. However, once they had the timings down, that code got reused with Dance Central 2 and now with the new Disney Fantasia game. The tuning required would have been miminal after that initial tuning as necessary for the performance improvements in Kinect.
So once a developer builds the code and tunes it, it can easily be ported to other games. So I, respectfully, disagree with your premise.