Tue, Jun 08, 2010 | 21:07 BST
BioWare feels motion control need to “evolve beyond the party game”
BioWare has weighed-in on Natal and Move and how both could possibly enhance RPGs.
Speaking with IndustryGamers, neither Greg Zeschuk nor Ray Muzyka mentioned any plans to incorporate the peripherals into the firm’s games, but both the doctors are equal parts hopeful and unsure of how the controls will work.
“I think trying to figure out the meaningful motions… motions that are best to actually enhance RPGs are interesting,” said Zeschuk. “One interesting thing is to imagine Mass Effect with being able to kind of like use certain gestures (that) could change the conversation or stop it, and you could actually pull your finger and pretend you’re shooting the guy for the renegade action.
“All of these things are all possibilities; the challenge is how it all fits together. I personally want to see it evolve beyond the party game.
“I actually think it’s exciting, but I think that’s the interesting thing – that’s going to start out in familiar territory, very much probably like the Wii did. You look at the Wii, and no one’s ever gotten past that initial stage.”
Muzyka said that it’s all about removing barriers, especially ones that hinder player enjoyment.
“Anytime you can remove the barriers to entry from an accessibility or interface perspective, you can engage players on a more deep, emotional level,” he said.
“The challenge is finding ways to remove those barriers that doesn’t create new barriers like having your arms get tired from waving the controller around, things like that. If you can do that, I think there’s a real opportunity.”
However, should the doctors implement Natal, for example, it would be on par with something Milo-ish, which they are keeping an eye one.
“[Milo is] where some of our thinking is,” said Zeschuk. “It’s just that I think we almost want to see it a little bit first. We’ll play around with it too though.”
Previously in the interview, both Muzyka and Zeschuk said that they felt Japanese RPG makers were starting to figure out that the “traditional, very structured, old-school RPG” isn’t selling as well anymore.
You can read that bit here.