Okay, this is an actual first. I have written an article for Rock Paper Shotgun.
Since the last Warm Up, I’ve had this idea about using Luxuria Superbia (Tale of Tales, 2013) as a starting point to discuss how controllers define the kinds of games we can make. But then recently I was asked if I’d like to write for RPS and came to the conclusion this piece on the physical player/game interface would suit them.
But I made it bigger. I did some Q & A with Doug Wilson, George Buckenham, Robin Arnott, Steve Willey and Tale of Tales to beef it up into something more substantial than a personal opinion piece.
Here’s an excerpt:
Wilson can only see Microsoft’s recent decision to make Kinect optional for Xbox One as a negative development. By reducing the number of players who own Kinect, the financial risk for developers increases and, inevitably, chokes off the supply of games. “Console-based motion control and physical play was already largely ‘dead,’ but Microsoft dropping the Kinect is a symbolic moment – another nail in the coffin. What Microsoft lacked was developers who knew how to think beyond the immersive fallacy and subvert technological constraints. As I see it, Microsoft could have done a better job supporting and incentivizing Kinect developers.”
The finished article is up on Rock Paper Shotgun right now.
(And, yes, this is precisely why Oil and Water was late last week.)