I'm in the camp of thinking this is potentially a good idea. Obviously not with the need to actually take a step to climb each of 7,000 steps and other counterproductive ideas, but with a carefully thought out mapping of movements to actions.
The implementation exists today for Oblivion and other games through software created by USC. It's called FAAST and can be thought of as mapping movements to keystrokes and mouse actions.
Google "oblivion FAAST kinect" and take a look.
It's a work in progress, it's not perfect, but I can see myself trying this on Skyrim.
The implementation exists today for Oblivion and other games through software created by USC. It's called FAAST and can be thought of as mapping movements to keystrokes and mouse actions.
Google "oblivion FAAST kinect" and take a look.
It's a work in progress, it's not perfect, but I can see myself trying this on Skyrim.
See, here's my problem with responses like this: The most common argument in favor of cheap gimmicks like Kinect and Move is some version of "how uber-immersive" and/or "realistic" it would be to act out whatever you're doing. Fair enough. But then someone like me points out what a screaming pain some things (like walking up the 7,000 steps, or turning away from the display device to look at something attacking you from behind) would be, and suddenly it's "Well, we could push and hold a button to walk" and so on- except doesn't that destroy all the overhyped "immershun" of the gimmick's big draw, which is acting it out?
It's sort of a "pick one side of the argument and stay on it" situation. The gimmick is allegedly great and immersive because you "act as if your character naturally would" but only for the stuff that's convenient and fun, then go back into controller mode for other things- which it seems by any rational measure would break any immersion gained by doing "air swordfight." :shrug: