Every large company in gaming has had a failure or two over
the years; the one question to ask is how long will it take for a corporation
to pull itself back from failure and realise the mistake they made? With the
recent roll-out of the “New Xbox Experience” on Xbox One, there’s one main
detail which has caught my attention; the removal of gesture controls from the
Kinect. I’ve expressed my disdain towards the motion sensing peripheral briefly
a couple of times on this blog. Now that the device is being killed off for
good, I think it’s time I did a full-fledged analysis/retrospective of why
the Kinect failed so horribly as both a gaming peripheral and a piece of consumer
technology.
E3 2009: Project Natal Announcement
Since 2006, the motion gaming scene had the industry in a
tight grip; the Nintendo Wii had millions upon millions of people playing
games, even those who had been uninterested in them before. Wii Sports still
stands as one of the best-selling games of all time and it served a pitch
perfect base for Nintendo to engage with the casual market, putting them miles
ahead of both the Xbox 360 and the PlayStation 3 from the offset. Of course,
when any product achieves such a massive success, business competitors will
inevitably have to respond in order to keep up. Sony would retaliate with
PlayStation Move controller, which ended up being ridiculed for its peculiar aesthetics
and design, but Microsoft would go in a different direction. At E3 in 2009,
audiences were treated to Microsoft’s newest innovation, referred to as Project
Natal. Natal looked genuinely unique and innovative if you judged it by the
debut trailer alone; not only that but it also seemed like a fine alternative
to the Nintendo’s motion controls, touting the phrase “You are the controller”
with full body tracking and facial recognition. Kinect looked to do for motion
games what its competitors couldn’t; actually get players up off the couch
rather than have them simply flick their wrists. As with many Microsoft tech
demos, the functions of the Kinect appeared to extend outside of games as well;
scanning and using external items to play as well as gesture controls for
movies were all seen in the demo. The stage was set for games and entertainment
as a whole to become more immersive, more interactive and more engaging; little
did we know how hollow this promise would ring…
E3 2010: The embarrassment begins…
Microsoft’s first showcase for the final product, named
“Kinect” took place at Microsoft’s E3 press conference. One of the first lines
spoken by Microsoft execs was this: “Last year we made a promise that Kinect
would revolutionize the way you had fun, today we deliver on that promise”. What came next was quite a sight to behold; the promising features shown off in
the Project Natal announcement were gone and in their place were dreadfully
forced demonstrations alongside some of the most cringe-worthy stage demos the
gaming community had ever seen at the big show. The poor young girl overacting
in Kinectimals, the embarrassing Kinect Adventures demo and the awkward Dance
Central showcase were just some of the moments that swamped the proper games
Microsoft showed off throughout the conference. This was our first sign that
something was wrong; when Kinect Creative Director Kudo Tsunoda took to the stage and showed off “the underside
of an Xbox Avatar’s shoe” the avatar on screen appeared to jerk about
strangely, not registering the executive’s movements very well. Was the device
inaccurate? Nobody could tell for sure, considering how the product wasn’t yet
out for general consumption. Looking back on the conference now, it was hard
not to feel sorry for all the performers who embarrassed both themselves and
the company they were representing. It firmly planted Microsoft at the bottom
of the barrel of E3 that year; but rather than taking on feedback and taking
steps to improve their conference, the corporation instead chose to continue
their downward trajectory, one which was spearheaded by the Kinect and the
numerous failings that were yet to come.
November 2010: Kinect for Xbox 360 launches to a surprising
success
Microsoft’s dreadful E3 presser did not slow down the
original Kinect in the months leading up to the release later that year. The
casual market that Microsoft was targeting did not constantly tune in to gaming
events; soon the Microsoft marketing machine kicked into gear with a five
hundred million dollar marketing campaign and the device arrived in the hands
of consumers just in time for Christmas. The campaign even included a live
performance by American R&B singer Ne-Yo in Times Square, New York. It was
a very successful launch for the peripheral, with eight million units flying
off the shelves in the first 60 days. The Kinect set a record for the “fastest
selling consumer electronics device” in the Guinness book of records. From that
point on, Microsoft knew that the device was something they could push hard
with, even with all the persistent negative feedback that was thrown their way.
E3 2011: Microsoft’s image in the eyes of fans continues to
plummet
Microsoft would continue to turn their backs on the fans that
had made their console so successful in 2011. The dreadful E3 presentations
continued for the second year in a row with obnoxious football players, more
overzealous child actors and mediocre projects which ended up having no proper
payoff. But Microsoft simply would not listen; their marketing campaign had
worked, the Kinect was selling well and they would continue to invest in the
device for several years. Even Rare, the once renowned British developer of
titles such as Goldeneye and Banjo Kazooie in the nineties found themselves
pressed into making Kinect games year after year for their owner, something
which long term fans cried foul of.
E3 2012: Awful exclusive titles come, thick and fast
As bad as games like Fighters Uncaged and Kinect Joy Ride
were, they were only the first of a multitude of poor titles to grace
Microsoft’s Kinect. The quality of Kinect games grew progressively worse; for
every Dance Central, there were three or four badly thought out games. It came
to a head in 2012 when the motion games for Kinect really started to infuriate
people. Star Wars: Kinect was touted as one of the biggest titles for the
Kinect and it ended up being a basic and underwhelming collection of mini-games
that served to highlight how the Kinect was taking games backwards rather than
forwards. Many fans felt that Steel Battalion: Heavy Armour ruined their
beloved franchise, taking what was once a unique gaming experience in gaming
and turning it into an exercise of intense frustration; players were left
furious when the Kinect refused to read their motions, suffering the same cheap
reloads time and time again. Fable: The Journey was condemned as a terribly
basic and ill-conceived on-rails affair that took away from the already
under-delivering fantasy franchise. Finally Dragon Ball Z and Harry Potter for
Kinect were two of the laziest and most bare-bones motion games ever seen;
embarrassments to the franchises they were based on.
Why were these titles all so bad? I’d say it all comes down to the inaccurate tech used by the Kinect; it was difficult to program for and the sensors themselves simply could not register precise and complex movements. Because the Kinect’s functionality was so basic, developers could do little other than simplistic designs and gameplay and the progression, not to mention the evolution of titles for the sensor grinded to a halt. The only other times where Kinect was used for games was voice commands in titles such as The Elder Scrolls V: Skyrim and Mass Effect 3, but these felt more tacked on than anything else.
Why were these titles all so bad? I’d say it all comes down to the inaccurate tech used by the Kinect; it was difficult to program for and the sensors themselves simply could not register precise and complex movements. Because the Kinect’s functionality was so basic, developers could do little other than simplistic designs and gameplay and the progression, not to mention the evolution of titles for the sensor grinded to a halt. The only other times where Kinect was used for games was voice commands in titles such as The Elder Scrolls V: Skyrim and Mass Effect 3, but these felt more tacked on than anything else.
May 2013: Xbox One Announcement
It’s been over two years, but the memory of the disastrous
debut of the Xbox One still remains etched into the minds of scores of gamers.
Between digital rights management and a badly conceived focus on television,
Microsoft seemed to be doing everything possible to enrage their most loyal
fans. The rotten cherry on top was the new Kinect, which Microsoft claimed was
far more accurate and advanced than the original. A majority of Xbox fans and
general gamers were not impressed in the slightest with the new Kinect and this
was exacerbated by the then recent leaks of NSA surveillance by Edward Snowden;
rumour after rumour began to circulate around the web that the Kinect would be
used to spy on people, that it would become a kind of corporate HAL 9000 used by
security agencies. Who could blame them? Microsoft’s original plans for the
Xbox One demanded that the Kinect be plugged into the console at all times; a
highly restrictive and questionable component of their strategy. It was
incredibly frustrating to watch; after the failure of the original Kinect for
Xbox 360, most had hoped Microsoft would have learned their lesson and give up
on the peripheral, but it would be another year before that would happen. They
continued to force the Kinect into every aspect of their marketing, adamant
that the Xbox One would not function without it. Even when the corporation
reversed their controversial policies soon after E3 of that year, the Kinect
was still a sore spot for many.
November 2013: The bad exclusives continue, while the better
ones fail to gain traction
The new Kinect proved to be a tremendous burden for
Microsoft’s current platform; people didn’t want it and yet the corporation
insisted on everyone having it anyway. The Xbox One did manage to come out of
the gate fairly well, but the games for the device just didn’t get any better.
Fighter Within was a broken mess of a motion controlled game and whilst other
titles such as Dance Central Spotlight and Kinect Sports: Rivals were competent
enough, they didn’t receive nearly as much attention or praise as their
predecessors did. From that point on we had nothing to go on when it came to
Kinect sales figures. The last time we were told how many Kinect sensors had
been sold was 24 million for the Xbox 360, according to an article from
Gamespot in February 2013. Try looking up Kinect sales figures for 2014 and
2015; there’s nothing there. It could be assumed that after the initial rush of
early adopters, things slowed down massively for the device; there were no
solid games to keep people around and people began to ask for an Xbox One
without the Kinect. Why? Because it simply wasn’t useful enough to warrant the
one hundred dollar price bump; people were beginning to catch on to the
device’s numerous shortcomings and developers slowly began to withdraw from
making games for it.
May 2014: Microsoft unbundles the Kinect
I think the ultimate reason why the new Kinect didn’t succeed
is because consumers had gotten sick of it; they were tired of Microsoft’s
insistence on shoving the device in everyone’s face. The extreme levels of
controversy surrounding the Xbox One’s announcement, and the fact that early
adopters had to get the new Kinect with the system whether they liked it or not
didn’t help either. It took four long years for Microsoft to finally realise
just how badly the device was holding them back; they saw how much the
PlayStation 4 was selling because they didn’t force a camera into the package,
nor did they constantly ramble on about how important it was to the system’s
infrastructure. The decision was made to begin selling a cheaper Kinect-less
Xbox One in May 2014 and when that happened, sales for the console doubled. The
message could not have been any clearer; the Kinect was unwanted, undesirable
and unnecessary. For many, this marked the beginning of the end for Microsoft’s
failed peripheral.
April 2015: Kinect for Windows production ceases
Microsoft has always had a rather questionable strategy for
dealing with external devices and accessories; rather than allowing other third
party hard drives, headsets or adapters to work with their systems, they
instead demand that everyone purchase officially branded Microsoft or Xbox
add-ons instead. Soon after Kinect for Xbox One was launched, they made a
separate model of the device which would only work on PC. It was not received
very favourably and the PC model proved just as unpopular as the version on its
console counterpart; this prompted the corporation to release an adapter which
connects the Xbox One Kinect to a PC. Despite this more consumer friendly move,
Microsoft announced that the Kinect for Windows V2 would no longer be produced
earlier this year.
November 2015: The New Xbox Experience eliminates gesture
controls
The only thing the Kinect has now is voice controls and
that’s pretty basic considering the same sort of thing could be done with
headsets or microphones. There’s practically no reason to use the Kinect
anymore and Microsoft doesn’t appear to be showing any more interest in the
device they once pumped so much money into. While there may be those who still
enjoy the Kinect for its voice controls, they are in the growing minority, and
now that the latest Xbox One update has removed gesture controls, the final
nail has been hammered into the coffin for the disappointing device. It seems
that from the get-go, a vast majority of the gaming community felt little other
than apathy and distaste towards the peripheral, a device which was designed to
leech off of the Nintendo Wii’s success with the casual market. Sony’s
PlayStation Move was guilty of a similar thing as well, but Kinect became the
most infamous for its butchering of popular franchises and licenses, not the
mention the sheer arrogance of a company who for too long believed in selling
an inaccurate and poor value product to unwilling consumers.
Thankfully, things have now changed; Microsoft has clawed its
way back from the ire of consumers and fans with new leadership and most
importantly, a new focus free from gimmicks. The motion gaming scene has also
picked up and moved on for the most part, Rare has turned back to making
platformers again and the laughable press conference demonstrations have been
phased out completely. The Kinect is no more, but it still stands as one of the
biggest missteps Microsoft have ever taken in their time in the gaming
industry.
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