The State of Kinect Gaming

The “controller-less” aspect of the Kinect was what brought it so much initial excitement. However, we’re still not good at designing experiences that take advantage of this. As players, we’re given this massive input bandwidth, the kind of bandwidth we’re used to operating in the daily joy of living in our bodies, and most games restrict that bandwidth severely.

This “restriction” or “constraint” might be a necessity of design. Perhaps, between you and the game world, there has to be a series of clear verbs or actions. Walk, crouch, shoot, hug, look, etc. These act as an instructive list of things the player can do in the world, but also act as convenient labels for buttons on whatever controller you’re using to play the game.

The State of Kinect Gaming | Dustin Freeman

∞ Aug 15, 2012

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