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Forums - Microsoft Discussion - A Natal game idea a day.

Some things I'd like is to see Natal add to games in conjunction with controller.

For example I'd like lean in FPS - Natal should be able to register a small lean to either side easily and it would enable more tactical elements in many FPS environments.

I'd like puzzle interaction in adventure games - use hands to move objects, for example rearrange a puzzle to open doors, activate equipment, etc.

I'd like Natal for GUI interaction in games plus inventory management and the like - for example Mass Effect's inventory, logs, etc. and history info would be much cooler accessed via Natal a'la Minority Report

I'd like to see potential for hand gestures in FPS/TPS and similar titles. So instead of speaking you emulate silent battlefields, your on-screen avatar indicating to allies to go left, right, etc. in line with your gestures. For me this would be better than leaning in FPS.

I'd like to see Myst style adventures using Natal as the interface.

I'd like to see Natal for boxing and similar titles plus exercise where you don't have to try and hold something while you move




Try to be reasonable... its easier than you think...

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Reasonable said:
Some things I'd like is to see Natal add to games in conjunction with controller.

For example I'd like lean in FPS - Natal should be able to register a small lean to either side easily and it would enable more tactical elements in many FPS environments.

I'd like puzzle interaction in adventure games - use hands to move objects, for example rearrange a puzzle to open doors, activate equipment, etc.

I'd like Natal for GUI interaction in games plus inventory management and the like - for example Mass Effect's inventory, logs, etc. and history info would be much cooler accessed via Natal a'la Minority Report

I'd like to see potential for hand gestures in FPS/TPS and similar titles. So instead of speaking you emulate silent battlefields, your on-screen avatar indicating to allies to go left, right, etc. in line with your gestures. For me this would be better than leaning in FPS.

I'd like to see Myst style adventures using Natal as the interface.

I'd like to see Natal for boxing and similar titles plus exercise where you don't have to try and hold something while you move


Nice list of things.

I might start this thread back up again.



That a pretty good idea, but it will never go into fruition



                                  

                                       That's Gordon Freeman in "Real-Life"
 

 

Hm.. Well.. For Natal I have two ideas, one of which will never happen, and the other, probably only for fans..

First one, Pokemon. Yea yea it will never happen, but, imagine:

Do pokeball throwing motion and yell: Charizard I choose you.
*charizard pops out*
Say: Charizard, use flamethrower
See flamethrower on screen.
Hold out hand: Charizard, return.

Would work perfectly don't you think?


2nd one is, Harry potter. Use anything as a wand, and do basically any motion, and saying the spell.. Seems boring to me, but some people might like it.

Other than that, best I can come up with is, head tracking.. If you don't know what I'm talking about, check this out:

http://www.youtube.com/watch?v=Jd3-eiid-Uw

Yeah that guy works for Microsoft.



Truth does not fear investigation

For today, we have a mech game.



Players wll be in control of large mechanized vehicles.  Some of them bipedal, quadrapedal(word?), and wheel based.  This will be a Natal only game.  Players will control the vehicle via a virtual cockpit that is 1:1 with their surroundings.  Depending on the vehicle, different cockpits will be available to control the vehicle.  I will us a bidepal mech as an example.  Players will use their hands and feet to interact with a virtual cockpit.  Turn the vehicle on by using a series of buttons.  Accellerate by pushing a lever forward.  Etc.  Fire various weapons using buttons in the cockpit.  It would need to be a more slow paced game with less emphasis on twitch gameplay and more emphasis on immersion and strategy.  It could be played online.  You could perhaps have two players, a driver and a gunner.  Use the RGB camera to be able to have small video screens in the cockpit that displays when they are talking.  Voice commands could be used to send team mates orders or provide them with visual strategic insight.

 

The on screen visuals will need to have an indication of where your real world arm and possible feet positions are.  If a joystick is a little to the right and forward, you would need an on screen visual showing where your virtual arm is located so that you gain an understanding of how to interact.  Once a player is used to this, it would become more easy to just "know" how far that button is, or how to use that lever.



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JaggedSac said:

For today, we have a mech game.



Players wll be in control of large mechanized vehicles.  Some of them bipedal, quadrapedal(word?), and wheel based.  This will be a Natal only game.  Players will control the vehicle via a virtual cockpit that is 1:1 with their surroundings.  Depending on the vehicle, different cockpits will be available to control the vehicle.  I will us a bidepal mech as an example.  Players will use their hands and feet to interact with a virtual cockpit.  Turn the vehicle on by using a series of buttons.  Accellerate by pushing a lever forward.  Etc.  Fire various weapons using buttons in the cockpit.  It would need to be a more slow paced game with less emphasis on twitch gameplay and more emphasis on immersion and strategy.  It could be played online.  You could perhaps have two players, a driver and a gunner.  Use the RGB camera to be able to have small video screens in the cockpit that displays when they are talking.  Voice commands could be used to send team mates orders or provide them with visual strategic insight.

 

The on screen visuals will need to have an indication of where your real world arm and possible feet positions are.  If a joystick is a little to the right and forward, you would need an on screen visual showing where your virtual arm is located so that you gain an understanding of how to interact.  Once a player is used to this, it would become more easy to just "know" how far that button is, or how to use that lever.

Oh I like this one! Bring me mechwarrior with this idea implemented and I may never put it down.