Microsoft puts an end to a device nobody wanted.
Looking back at Kinect, it really did become a sort of X32 of the seventh console generation. It was an add-on that was marketed like no other, came in with great hype, sold well at the launch, but then had no good software to make use of it and then whimpered away. That’s all there is to it. While Sega moved away from the Mega Drive for new pastures and managed to mishandle everything until the death of the Dreamcast, and even then we can debate a lot if they have stopped mishandling things, Microsoft tried their best to make it work.
The question whether or not Microsoft created Kinect to counter the Wii’s motion controls can always be on the table to be discussed, and if it was, they really failed at it. At a consumer electronics level, the sort of camera and motion detection games require is just tad beyond out there. Sometimes Kinect lost the sight of people due to their clothing or skin colour, it was a peculiar device in that way. Perhaps it would have been better to deliver some sort of extra attachments with Kinect that would make it clear which part of the body was a hand or a leg, but this sort of idea would’ve gone against Microsoft’s wishes to have the device ready from the box and your body was to be the controller. No bells and whistles attached.
Never mind Microsoft said that they would not sell any Xbox Ones without a Kinect few years back, because that was their normal bolstering. Claiming that the two were one system and nothing could separate them soon came to an end, when Microsoft updated the machine to function without Kinect connected about a year later or so. The PR campaign that both developers and consumers loved Kinect and that there was a demand was mostly just bunch of hot air based on pretty much nothing else but their own hype machine. Machine, which I doubt Microsoft really bought themselves either. They tried, but they failed.
The main point of failure Kinect has is not in the design of the device itself. I’ve seen some seriously impressive prototypes and tech demos in my friend’s tech lab he put up for tests and other purposes tech rats tend to do. Even when you may have capable technology in your hands, it may not be utilised well or is put into use in a wrong field. Gamers and consumers in general may have developed a good eye-hand coordination throughout the years, but eye-body coordination is a totally different thing. A Kinect game overall required very loose controls that people could use. Due to different body types and certain limitations they produce, you couldn’t exactly create a tight game that would require high accuracy body control that would work within the confines of the game. While flicking your wrist to a direction seems almost natural with a pointer, trying to move a giant tub of a boat in a river where you have zero feedback other than what you see is not exactly intuitive.
Even Forza Motorsport 4, which in all fairness looked like an awesome piece, managed to screw its controls in the end. It requires you to have your arms straight the whole time you play the game, and if you’ve ever happened to have a need to keep your arms extended forwards for an elongated period of time, they’ll go sore. This wasn’t the case with either Wiimote’s or Sony’s PlayStation Move, because both of them allowed more comfortable positions of play. Forza 4 almost looks like the only game that didn’t make itself an unchallenging piece in trade for the Kinect controls, but even this has been debated.
In short, none of the Kinect’s games were really worth your time, and consumers didn’t buy it. The only developers that sank more time and money to properly integrate Kinect to their games were those who had a closer relationship with Microsoft. The question just is, how many titles that support Kinect had to bolt it on due to legal agreements with Microsoft, had it thrown together as an afterthought or some sort of combination of both? Without a doubt numerous games were designed Kinect in mind with a passion, but all in all, it seems Just Dance ended up being the best sort of Kinect game out there.
Nintendo seems to be keen on continuing on the legacy Wiimote left them with, though whatever use HD Rumble will have in the end is a topic for another post, but Sony moved into the VR field faster than either of its two competitors. That said, even PS VR has some signs of going downhill with EVE: Valkyrie getting a patch that adds VR-free mode and gets a price drop. Much like full-body motion controls, VR and 3D are things that come and go periodically, and every time they get similar sort of software and support. After the initial burst of interest has gone by, it just lays low and dies down. I hope you didn’t invest into a 3D television.
Nintendo may not have put much emphasize on motion controls this time around, but they’re still there and used. The reason for their existence still is that unlike the Kinect you can add and integrate them into a game relatively easily without trying make them command the whole thing. As said, a flick of a wrist with a pointer in a comfortable position serves better on the long run. However, all these three, body, motion and VR controls, all will fail if they don’t get innovative ways to utilise them and put them into a good use. You can have whatever kind of technology at your hands, but that technology will never go anywhere if the software sucks to the point of consumers vehemently going against it. Kinect will be better used on technology research and development rather than in gaming.
Here’s to you Kinect, very few will mourn you, I won’t be one of them.