Codemasters wasn't too impressed with that Project Natal-enabled Burnout demo, apparently, and thinks gamers won't trash their controllers and steering wheels for racing games when Natal is unleashed on the public. Speaking to Videogamer, Codemasters' Ralph Fulton -- who is currently hard at work on DiRT 2 -- said, "The complexity of control for a racing game, certainly for a core racing game like ours, requires a controller."
Fulton points to the need for feedback and precision, claiming that Project Natal just won't do either justice. That's not to say there isn't a place for Natal in racers, as Fulton thinks it could add some functionality on top of traditional controls, though he fails to provide us with any ideas of his own. Until we get our hands on the final product, we're just going to have to watch those chase scenes from Ronin over and over again with a pair of fuzzy dice strapped to our TV.
Reader Comments (100)
Posted: Aug 11th 2009 9:25PM (Unverified) said
Well it is in the scheme of things. I'd say nearly double the percentage of active users is quite a statistically significant amount. It just shows that the loyal band of 'traditional' gamers are still an important force in the industry. Gaming reaching new audiences is great, but I hope the traditional players aren't left behind. At the end of the day, that's the group that is going to mop up your downloadable content and whatnot, rather than the people who let their consoles gather dust and only fire them up to play a party game or two when entertaining guests.
Reply
Posted: Aug 11th 2009 11:20PM (Unverified) said
I would imagine the closeness of the figures in real terms indicates that very few of the new party game-favouring buyers attracted by the Wii have actually become 'proper' gamers. Those who actively play the Wii are probably just as 'hardcore' as those that play the Xbox actively. If true, this is interesting, as it suggests these people are prone to have been swept away by fads, and may have little to offer for the longevity of the games industry. It could end up with the industry moving into territory that won't necessarily be for the better.
But actual figures aside, surely if motion controls were really going to do away with traditional controllers, you'd expect a higher proportion of people that bought into it would be actually making use of it?
I don't think the Wiimote has been the breakthrough in technology a lot of people think it is, it's just been a very clever marketing scheme that's gotten people to shell out for a very expensive toy. A really fun toy when you're around friends, but a toy nonetheless.
Reply
But actual figures aside, surely if motion controls were really going to do away with traditional controllers, you'd expect a higher proportion of people that bought into it would be actually making use of it?
I don't think the Wiimote has been the breakthrough in technology a lot of people think it is, it's just been a very clever marketing scheme that's gotten people to shell out for a very expensive toy. A really fun toy when you're around friends, but a toy nonetheless.
Posted: Aug 11th 2009 9:12PM Mr Khan said
And so another knell is sounded for Natal. Microsoft needs to get proactive about this, or the thing will be DOA
Posted: Aug 11th 2009 9:16PM Typicalgamer said
didn't microsoft say that they were aiming at the casuals with natal and not the hardcore???
Posted: Aug 11th 2009 9:25PM (Unverified) said
How more casual can you go? Nintendo has it pretty locked up. I mean their games will play themselves soon.
Reply
Posted: Aug 11th 2009 9:20PM Mouthsmasher said
I don't really look forward to gaming without a controller. I've got my fingers crossed that some great things will come of it, but I'm doubtfull.
It's wonderfully innovative and amazing technology... just not very applicable in my opinion.
It's wonderfully innovative and amazing technology... just not very applicable in my opinion.
Posted: Aug 11th 2009 9:28PM Yatcho said
"and thinks gamers won't trash their controllers and steering wheels for racing games when Natal is unleashed on the public."
Codemasters, MK Wii says Hi aloft it's millions of sales, albeit Wii owners had no choice.
Codemasters, MK Wii says Hi aloft it's millions of sales, albeit Wii owners had no choice.
Posted: Aug 11th 2009 9:39PM WiredKnight said
Will it let me put my hand out the window and give other drivers the finger?
Posted: Aug 11th 2009 9:56PM Dr Perry Ulysses Cox said
What you need is a dual analog/dual IR/motion interface. That way, you could actually move your gun independent of your head and you could dual-wield in different directions. That would be fucking sweet.
Posted: Aug 11th 2009 10:04PM chromekreeper said
it seems right on, theres a lot of things that happen in a racing game that you cant do with any camera. i mean theres a handbrake right next to the stick, no way it can tell where youre hand would be
Posted: Aug 12th 2009 12:16AM chromekreeper said
well lets be honest, Natal PROBABLY has the power to sense it, but can we as a player do it? a differences of 5 inches to the left or right would be hard to do in a middle of a race, and i personally wouldn't want to brake when i want to switch into 5th gear, eh?
Reply
Posted: Aug 12th 2009 1:08AM MrKlorox said
A) nope, just like it took some effort to learn the thumbstick properly. Hell after all these years, EA STILL had to give in to the demands of gamers who can't fight in FNR4 with the stick. These people need to practice and shut up.
B) Controllers aren't going anywhere for a LONG LONG time. Natal will only supplement existing methods. For example, looking around in the car's cockpit instead of using the exceptionally poor analog camera controls all dedicated racing games have.
Reply
B) Controllers aren't going anywhere for a LONG LONG time. Natal will only supplement existing methods. For example, looking around in the car's cockpit instead of using the exceptionally poor analog camera controls all dedicated racing games have.
Posted: Aug 11th 2009 10:29PM SuiXide said
I think Natal will be good as a supplemental controller, not a complete replacement. Even the Wii has the nunchuck with an analog stick on it. The only other alternative might be a mouse - supported by the console to be a pointer as opposed to other solutions already seen - and analog setup. Analog i smuch easier to move with but a mouse is much more precise, so this is the only logical solution unless you use a physical pointer. And lt's face it, 1:1 motion is needed for any motion-sensing to be practical for shooters or RTS games is you're going to use a pointer.
I think, in the real world and for 'core' gamers, the Playstation motion controller makes more sense based on what we've seen so far. All these next-gen technologies, even the wii, have shown that alternative controls can be used if implemented properly instead of tossing in support at the last minute or adding 'waggle'.
To be completely honest, what wowed me the most was the Metroid game on the DS. It made sense. In that vein, maybe a touchpad/analog controller with some sort of accelerometer would be something worth investing some research into.
I think that some games like Killzone 2 and Flower, use motion control in a very intuitive manner. Others like The Conduit or Metroid Prime 3 show that a game can be based off of one of these technologies and be just as good as another game without motion controls. Others like Lair just show that this kind of thing still has a long LONG way to go until these technologies overtake a traditional dual-analog or M&K setup.
I think, in the real world and for 'core' gamers, the Playstation motion controller makes more sense based on what we've seen so far. All these next-gen technologies, even the wii, have shown that alternative controls can be used if implemented properly instead of tossing in support at the last minute or adding 'waggle'.
To be completely honest, what wowed me the most was the Metroid game on the DS. It made sense. In that vein, maybe a touchpad/analog controller with some sort of accelerometer would be something worth investing some research into.
I think that some games like Killzone 2 and Flower, use motion control in a very intuitive manner. Others like The Conduit or Metroid Prime 3 show that a game can be based off of one of these technologies and be just as good as another game without motion controls. Others like Lair just show that this kind of thing still has a long LONG way to go until these technologies overtake a traditional dual-analog or M&K setup.
Posted: Aug 12th 2009 12:59AM MrKlorox said
Keep in mind, Natal can do what PSEYE can do, plus more. I'll be damned if MS doesn't come out with a pointable, dual-hand controller scheme similar to what Sony showed at E3. Except will be a full controller half for each hand instead of a trigger and a couple of buttons.
Reply
Posted: Aug 11th 2009 10:28PM shadowhowl1900 said
i agree, and a plus what the point of games if we are moving too much?
Posted: Aug 11th 2009 10:38PM jynxycat said
Why do people think Natal, and think that games that utilize it will ONLY be controlled by motion sensing ?
You could do any number of combination of control schemes. You could steer with your beloved analog stick, and do any other actions while sitting.
When you think in such a small box, of course Natal seems gimmicky. It's exactly what's wrong with the Wii controls right now. Developers only think for 5 mins about their controls, and then ship it.
You could do any number of combination of control schemes. You could steer with your beloved analog stick, and do any other actions while sitting.
When you think in such a small box, of course Natal seems gimmicky. It's exactly what's wrong with the Wii controls right now. Developers only think for 5 mins about their controls, and then ship it.
Posted: Aug 11th 2009 10:53PM (Unverified) said
I cannot imagine attempting to drive a manual transmission in Natal...
Posted: Aug 11th 2009 11:15PM (Unverified) said
Hey guys come one, there's only one true aplication to Natal in Racing games (or machine simulation games [mechs, flight sims, racing] for that matter.) It's head tracking. So we can look arounf in the cockpit while racing without having to hit the right analog stick.
Posted: Aug 11th 2009 11:40PM Red Son Rising said
why are you the only other person that makes this connection? its so obvious but i guess thats just to ppl that think more than 8 seconds about natal and motion controls in general.
Reply
Posted: Aug 11th 2009 11:42PM (Unverified) said
Maybe they want to be so creative, they forget what works. :p
Reply
Posted: Aug 11th 2009 11:49PM (Unverified) said
The only possible problem being that if you turn your head sideways, your TV screen stays where it is.
Reply
Posted: Aug 12th 2009 12:00AM Hilltop said
Head tracking is moving your head laterally to get a different perspective and gain a sense of 3d, not rotating your head on axis to see what is to your left, right, above or below. Ignoring that and continuing on with your theory of natal application, say your playing a flight combat sim and have an enemy off your left wing, are you going to rotate your head to the left to look at them? So you want to look away from your tv to "see" the enemy to your left....seems pretty counterproductive since looking to your left will be looking away from the screen.
Since you cannot physically turn away from your tv, changing your perspective will require either an arbitrary body/hand motion or a controller.
IMO Natal MUST have a controller to be capable of playing anything but the most simple games which require very rudimentary inputs . Imagine you are playing fighting game, you cannot physically walk toward/away from your opponent and you cannot turn to your left or right because you will be looking away from your tv. You cannot use your limbs as inputs for either of these movements(ala put your right foot in to accelerate) because all your limbs will be used for the striking inputs. So we are left with fingers....now which is a more reliable means of measuring finger movement, a camera, or a controller. I used a fighter as an example, but the same goes for almost any genre. Taking it even further, consider the dexterity and precision of finger inputs vs limb inputs.
Reply
Since you cannot physically turn away from your tv, changing your perspective will require either an arbitrary body/hand motion or a controller.
IMO Natal MUST have a controller to be capable of playing anything but the most simple games which require very rudimentary inputs . Imagine you are playing fighting game, you cannot physically walk toward/away from your opponent and you cannot turn to your left or right because you will be looking away from your tv. You cannot use your limbs as inputs for either of these movements(ala put your right foot in to accelerate) because all your limbs will be used for the striking inputs. So we are left with fingers....now which is a more reliable means of measuring finger movement, a camera, or a controller. I used a fighter as an example, but the same goes for almost any genre. Taking it even further, consider the dexterity and precision of finger inputs vs limb inputs.
Posted: Aug 12th 2009 12:06AM (Unverified) said
Hiltop,
I've use a technique in rFactor where I use a webcam for head tracking. But instead of moving the cam left and right, i have it rotate. No, head rotation wouldn't be the way to go, but tying it to the movement of your head would be smart, sense you need to look at the screen anyway.
So:
Head Move Left = Camera Rotate Left
Head Move Right = Camera Rotate Right
Reply
I've use a technique in rFactor where I use a webcam for head tracking. But instead of moving the cam left and right, i have it rotate. No, head rotation wouldn't be the way to go, but tying it to the movement of your head would be smart, sense you need to look at the screen anyway.
So:
Head Move Left = Camera Rotate Left
Head Move Right = Camera Rotate Right
Posted: Aug 12th 2009 12:20AM Hilltop said
Sir Christopher L. Winbush,
That would work well for games where your locked into a seat, like a racing or flight sim. But how would you accomplish something like that for a FPS or any open world roaming game where rotation needs to be virtually unlimited while being extremely precise?
That would work well for games where your locked into a seat, like a racing or flight sim. But how would you accomplish something like that for a FPS or any open world roaming game where rotation needs to be virtually unlimited while being extremely precise?
Posted: Aug 12th 2009 12:48AM MrKlorox said
What's gonna happen is MS will release a revamped controller made specifically for use with Natal. It will be just like the current controller except split in half so each arm can flail or aim at the screen independently.
Thumbsticks still move and adjust the camera, triggers still fire, buttons still press.
Except the target reticule will be able to float around the screen instead of being bound directly in the center. Also one will be able to lean left or right to peek around corners, shifting one's head around in a vehicle's cockpit will allow them to look around realistically.
Natal isn't going to replace anything, and will only add functionality for those who CHOOSE to navigate things like the dashboard without a controller (do I really need to turn on my controller every time I want to pause a movie?). Sure some games will be Natal ONLY, but gamers like us won't be targeted by the marketing. We're just not in that demographic.
Reply
Thumbsticks still move and adjust the camera, triggers still fire, buttons still press.
Except the target reticule will be able to float around the screen instead of being bound directly in the center. Also one will be able to lean left or right to peek around corners, shifting one's head around in a vehicle's cockpit will allow them to look around realistically.
Natal isn't going to replace anything, and will only add functionality for those who CHOOSE to navigate things like the dashboard without a controller (do I really need to turn on my controller every time I want to pause a movie?). Sure some games will be Natal ONLY, but gamers like us won't be targeted by the marketing. We're just not in that demographic.
Posted: Aug 12th 2009 9:00AM (Unverified) said
You do realize Sony already has a patent to the idea you just gave. As a matter of fact the idea you gave was essentially already shown in the Sony 2009 E3 conference.
The only that is the Motion Controller Wands or whatever they are, they were just prototype. Sony already has plans on putting bottons, analogs, and triggers on their two hand Motion Controller.
So basically, because it's patented...I'm guessing you'll most likely see what you explained only on the PS3.
I might be wrong, but yea Natal was pushed as a controllerless hardware system for the 360.
Reply
The only that is the Motion Controller Wands or whatever they are, they were just prototype. Sony already has plans on putting bottons, analogs, and triggers on their two hand Motion Controller.
So basically, because it's patented...I'm guessing you'll most likely see what you explained only on the PS3.
I might be wrong, but yea Natal was pushed as a controllerless hardware system for the 360.
Posted: Aug 12th 2009 12:24AM Xylon Uxkid said
We need Boom Blox for Natal!
Posted: Aug 12th 2009 12:39AM MrKlorox said
Hi. Only idiots think Natal is intended to replace anything. It will be mostly used to supplement the existing controller schemes.
Get your heads out of your asses, you pseudo-journalists. Leave the sensationalism and propaganda to the 24-hour 'news' networks.
Get your heads out of your asses, you pseudo-journalists. Leave the sensationalism and propaganda to the 24-hour 'news' networks.
Posted: Aug 12th 2009 1:03AM (Unverified) said
Did you watch the promo videos from Microsoft? It looks a lot like they want to produce a controller-less environment.
Reply
Posted: Aug 12th 2009 1:08AM (Unverified) said
What's more fun, holding a wii remote pointed as a firearm or pretending to hold a invisible gun? With the popularity of FPSs, Natal won't appear to us cod a moh fans. Or even Gear fans. Wii forever.
Posted: Aug 12th 2009 1:12AM MrKlorox said
Neither. What's most fun is aiming at the screen then pulling a trigger to shoot, yet still using the analog sticks to look and move.
I can't imagine there ever being a controllerless shooter. Ever. However, a Natal-Controller shooter combo is entire plausible.
Reply
I can't imagine there ever being a controllerless shooter. Ever. However, a Natal-Controller shooter combo is entire plausible.
Posted: Aug 12th 2009 1:20AM joeysan24 said
The Natal technology is cool and all, but it won't be replacing joysticks and d-pads anytime soon. If anything, it makes me wonder what video games will be like twenty years from now.
Posted: Aug 12th 2009 2:08AM neoXmahi said
Interesting Codemasters isn't really down on the idea. I think I believe it. Have you tried playing 'Need for Speed Carbon' on the Wii. Its not easy and you're holding a controller in your hands. I think the camera based movement is gonna turn on Microsoft. Nintendo has been able to do well with their Nunchuck and Wiimote. I think Sony has very carefully examined what Nintendo has done. Taken a Wiimote apart and looked it over. I don't fully understand everything with the PlayStation Eye, but its true that a controller makes things easier and I think a console can track movement much better with a signal to signal detection. The sensor for the Wii detects accurate motion coming from a different source sending the action. The PlayStation Eye on games I've played, has been pretty tough. I think Sony has a better shot at success with the motion control and I think Microsoft is gonna see the unexpected and similar to Codemasters, I think they'll be turned off by the response from activity and gamers and will resort to what Sony is now doing. Sony's motion control seems to work well. Natal seems like old technology. WiiMotion Plus, I think Sony's controllers will equal it, but I don't know how developers will respond and certainly hope that gaming on the Wii and the crappy games is encouraged will come with PlayStation Motion Controllers. I'll be very dissapointed if this is so.
Posted: Aug 12th 2009 5:54AM Bones3D said
And once again, some people have overlooked an important factor... Natal does not require the user to go controllerless! While there will probably be a few attempts at prop making for Natal (like the Wii "Wheel") or the "air guitar" approach, Natal could also be used in tandem with traditional controllers and still be able to improve upon the user experience.
For example, when we play games, our bodies give off a wealth of information about us and how immersed into the action we are. This information (such as leaning into turns while playing a driving game, or jerking the controller during a fighting game, etc...) could be used as extra input to make the experience even more immersive by allowing those subconscious actions to actually have meaningful influence over the game play.
If done correctly, Natal will be more about making games more intuitive to the end user rather than being just another Wii-like motion controller.
For example, when we play games, our bodies give off a wealth of information about us and how immersed into the action we are. This information (such as leaning into turns while playing a driving game, or jerking the controller during a fighting game, etc...) could be used as extra input to make the experience even more immersive by allowing those subconscious actions to actually have meaningful influence over the game play.
If done correctly, Natal will be more about making games more intuitive to the end user rather than being just another Wii-like motion controller.
Posted: Aug 12th 2009 11:07AM brad77 said
Ah, Ronin. Eleven years later and those chases still hold up.
Posted: Aug 12th 2009 3:28PM (Unverified) said
this is only the first in a line of developers ready to say the exact same thing for their games. Natal is russian for BUST
Featured Stories
Super Joystiq Podcast 004: 38 Studios meltdown, Gravity Rush, Civilization 5: Gods & Kings, Dragon's Dogma
Posted on May 25th 2012 3:30PM






