Wait a minute. Now we're confused. We thought one of the major development incentives for joining the motion revolution
was to conserve resources in the production department. When your players are busy flailing and flapping -- surging with euphoric endorphins -- they don't exactly notice that you've scaled back on the fancy schmancy rendering and physics; all that excessive cutting edge tech. Heck, they'd barely notice if you repurposed and resold them a game you'd made 5 years ago.
Motion control, man, it's about getting back to our roots -- a simpler time -- when games were, like, about connecting with our bodies, you know? So when we caught wind of a job opportunity posted by Ghostbusters
developer Terminal Reality
and calling for experienced Xbox Live programmers to create "an exciting AAA Natal title," we were sorta like, whoa, guys, you're kinda missing the point
: "If you have a passion to create seriously high-quality action/adventure titles, we're interested in hearing from you!" Really ... passion?
That makes it sound like there will be sweat involved -- that's the players' job now. You guys gotta dial it down, maybe dig up some of that old BloodRayne
code, put a little "kick-punch-slap" control in there ... Save. Press. Box. Ship. Done.
[Via Shogun Gamer
; thanks, Ian]