Rare: We've only used 10% of Kinect's technical capabilities
Incubation software director explains inspiration behind BAFTA winner
Rare has only taken advantage of "10 to  15 per cent" of Kinect's technical potential so far - and the studio is  going great guns to fully explore the "virtually limitless"  possibilities afforded by the device.
That was the message from Rare incubation software director Nick Burton tonight at London's Institute for Contemporary Arts.
 Still clearly beaming from the UK firm's 
BAFTA victory for Kinect Sports,  Burton explained that Rare had long been interested in the  possibilities of motion control - including experiments with the Xbox  360 Vision camera as far back as 2005.
He said that Rare's modus operandi with  Kinect was to "make it conform to the player's control, rather than the  other way round".
 Burton explained: "Kinect Sports was the first  game I've made that my mum has played. She could watch me playing it  and instinctively learn the controls just from what I was doing. For  core gamers like me, the joypad has evolved, it's been honed. But to  others it's intimidating."
 He revealed that Rare had to overcome  the problem of different players' natural movement, especially whilst  sprinting - and avoid forcing its customers to move in pre-designated  ways in order to win in-game. Some players crouched when running, he  said, whilst others stood tall with a wider width between their legs.
 In an engaging, enthused talk, Burton gave the audience of games design  students and industry figures a "behind the curtain" view of Kinect  Sports, showing off how it took advantage of the peripheral's depth  sensor to nail players' movement.
 Meanwhile, he showed how  Kinect's ability to read 20 points on the body allowed for the game to  "pick up on the subtleties, like twisting your wrist or the perfect  release point during bowling", whilst still allowing those with a less  studied understanding of gaming techniques to record pleasing  performances. 
 Burton recollected that Kinect Sports' Football  (soccer) mini-game was one of the hardest to get right for Rare. The  studio didn't know how to represent running at first, and tried various  approaches. 
 Discarded ideas included getting players to jog on  the spot continually - which "left everyone in the studio knackered" -  and to give avatars the natural state of sprinting, with the option to  stop via a 'trapping' motion and pick a direction by turning. However,  combined with shooting, passing and tackling, this was deemed to be "a  bit like rubbing your tummy and patting your head".
In the end, Rare gave some power back to  the game's AI, with avatars running around the pitch as players picked  out the best timed pass to move up the field.
 However, it was  the future of the device that really got Burton buzzing. He said that  Kinect's "layers" of 3D infra-red depth reading, ability to track body  points and voice recognition meant the possibilities for future software  were "virtually limitless". Rare's next Kinect project would take  advantage of more of the device's features, he suggested, including  online connectivity.
 Burton said Rare were avid fans of the so-called 
Kinect hacks doing the rounds, and had tested out many of the ideas seen on YouTube internally.
 He was joined on stage by 
Microsoft-man-turned-Rare-studio-head Scott Henson, who echoed Burton's opinion - stating that Kinect was a "blank canvas" whose true possibilities were still unknown.
 Picking ideas out of the air, Henson said he could see a day where  Kinect's ability to read player's identity - and automatically sign them  into Xbox Live - could revolutionise the living room with instant,  bespoke entertainment.
 "Now we've got 'Kinect, pause', which is  great," he said - referring to the device's voice recognition during  movie playback. "But imagine sitting in your living room and saying:  'Kinect, entertain me.' That's where we're going."
 When asked by  an audience member if he could see a core game like Halo working with  Kinect, Burton queried whether Halo fans would want a traditional "run  and gun" experience with motion control - but suggested that a Halo game  created for the device itself could work.
 On the subject of  latency - and how restrictive it could be to Kinect's potential - Burton  said that there was less lag between a player's movement and Kinect  than there was from a button press on a traditional pad.
 Rare took the wraps off the 
undeniably fun, polished Kinect Sports at E3 last summer. All eyes now turn to this year's event in June.                                   
http://www.computerandvideogames.co...ly-used-10-of-kinects-technical-capabilities/