Games for Posers

Kinect is out and now a lot of game designers are challenged to come up with game ideas for the new interface. Because it is a very different technology, it seems like quite a challenge. It doesn’t seem to be very precise and it has a bit of a lag so aiming or rhythm are not really it’s strengths. On the other hand, it does recognize a body pose with quite astonishing fidelity.

One of the most successful games in he system’s launch is Dance Central. Note that while it says “Dance” in the title, the game doesn’t actually address one of the most basic aspects of dance: rhythm. There is no fret highway in Dance Central. Instead, the game is about striking one pose after another.

With that in mind, what is next? Where in our culture is striking a certain pose important? Here are some random ideas?

Gun Battle Choreography: Movies like the Matrix established a certain choreography aesthetic. It’s essence is the excessive use of pistols at an extremely close range. Often, multiple guns are being used and fired akimbo. The aesthetic is not so much about practicality. It’s a sequence of dramatic and stylish poses. Especially the Matrix follow-ups like Equilibrium really indulge in this aesthetic. There have been attempts in bringing this idea to the games such as the game WET. But so far they weren’t really that successful. Kinect might be a good technology for doing it. Imagine “Matrix Hero”. Day one Perch!

Super Hero Posing: The above video is currently being passed around. It shows a Kinect hack made to turn players into the hero Ultraman. Like many old-school superheroes, Ultraman is well-known for his highly iconic poses. The hack uses the Kinect technology to recognize the poses and to trigger appropriate special effects. This is actually a quite ingenious idea that could be easily applied to A LOT of franchises: He-Man, Thundercats, Silverhawks, Power Rangers and many, many more. And there would be even room for the perfect Sony Move game: Sailor Moon!

Move is the Moon Rod

In the name of the Moon! Sony, you must make this happen! Move was made for this!

Krystian Majewski

Krystian Majewski was born in Warsaw and studied design at Köln International School of Design. Before, he was working on a mid-size console project for NEON Studios in Frankfurt. He helped establish a Master course in Game Design and Research at the Cologne Game Lab. Today he teaches Game Design at various institutions and develops independent games.

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The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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