Epic, Bungie playing with Project Natal

E3 2009 Q&A: Microsoft Game Studios head Phil Spencer talks about the origins of Microsoft's motion-sensing device--and how two top developers have been looking at its technology for "quite some time."

LOS ANGELES--On Monday, Microsoft fired a massive first shot across the bow of its competitors during its E3 Press Conference . Besides announcing several new Xbox 360 console exclusives, such as Halo: Reach, Crackdown 2, and Left 4 Dead 2 (also on PC), the company took the wraps off its long-rumored motion-sensing controller.

Code-named Project Natal, the device differs from the Nintendo Wii and the experimental technology Sony unveiled at its Tuesday press event. Instead of relying on a motion-sensing controller held by a player, it tracks the movements of the player's body. According to film director and Boom Blox executive codesigner Steven Spielberg, its simplicity will remove the last barrier for mass acceptance of games.

"Since [Microsoft senior vice president, Interactive Entertainment Business] Don [Mattrick] and I met over a decade ago, we have asked how we could make interactive entertainment as accessible as books or music?" the director asked, "We realized the only time we could do that is make the technology invisible."

To learn more about Project Natal, GameSpot caught up with Phil Spencer, head of Microsoft Games Studios, and asked him a few questions about the device, which will be compatible with all Xbox 360s past, present, and future.

GameSpot: How long has Microsoft been working on Project Natal?

Phil Spencer: Project Natal is the combination of a lot of software work that's been going on within the company for quite a while. If you think about the different technologies at play--you have facial recognition, voice recognition, skeletal tracking--you have things that Microsoft research has been working on for years.

Some of this stuff, like voice recognition, you've seen in the past, and it's a continuation of that work. It's based on strengths we have. We're a software company that's focused on research and development. As content creators at Microsoft worldwide studios, we've been thinking about the barriers to people playing games for a while. We've thought about controller-less gaming and how we'd interact--Dimitri was something we incubated at Lionhead many years ago--and what you see in Milo today is sort of the culmination of platform innovation working in sync with a lot of our content creators and content leaders.

GS: We've heard some CEOs from third-party publishers that the next-generation of hardware is coming sooner than we think, but with Project Natal, it seems like Microsoft is trying to show that the 360's life is going to extend far beyond what everyone thinks.

PS: I just think they were talking about Natal [laughs]. We're a software company. I think we somewhat reinvented our platform last fall with the new Xbox experience. We rewrote the OS for our platform and gave people completely new experiences. You didn't have to go buy a new piece of hardware to do that.

For us, generations start when new experiences hit the market and not when we try to sell you a new console. When we launch Natal, the content, fun, and creative work that people will get to interact with…I think for those people that will be the next-generation. Other companies might define it differently, but for me, it's about people doing things in a new way--things that they've never done before, and I see that with Natal.

GS: Any details on a price or launch date?

PS: We're using this E3 to show the progress we've made. We have a firm belief that we have the technology and creations that will define the market when they come out for this space. As first party, we've always been about tentpole games, call them showcases or hero experiences, either for Live or for the 360, or for the original Xbox when it came out.

The work had come along, and we felt that we had a solid plan with a solid launch portfolio and a portfolio for the next few years, so we thought we should start talking about this publicly. We're shipping dev kits out, which clearly--when you start shipping dev kits out…the chances of leaks and everything go up. But frankly, I thought we were ready to stand on stage and show off our work, and I thought it held up pretty well.

GS: Who do you see as the target audience for this? Are there a wide variety of games in development or is there a push for a specific audience?

PS: It's about everybody. I know that's kind of cliche coming from a platform holder, but we chose to highlight three experiences that were opposite ends of a triangle. We showed Ricochet, and that was a very active experience--a very physical experience. Then [we showed] Paint Party, which is much more creative and collaborative. Is that a game or just an activity? I don't think it really matters because people have fun playing with that.

Then, we showed Milo. Here's something completely different to throw you a curve--something that is completely making use of the technology but is not overt. It's not playing to the physical nature first. It's playing the game experience. We've talked with our partners, like Epic and Bungie, and our internal studios about the technology for quite awhile. You're going to see a range of experiences when we finally come to market.

GS: Are software companies confused about how to integrate Natal into traditional games? We've seen everything driven by a controller, but now that people are able to do things with their bodies, are developers going to be able to take that next step into immersive gameplay?

PS: I do think it's a challenge, but a good challenge, for creators to remove some of the learning that you have. I spent a couple of years in England…I came back in October, so it was around when we were incubating Milo, working with the team at Lionhead and some of the unveiling of thinking that needs to happen. Teams, especially third parties as they start seeing this for the first time and start working on it…there will be a new learning process.

But, let's face it: The games we play today do an amazing job of taking a physical activity onscreen and mapping it through this somewhat obscure device called the controller. I might feel like I'm shooting a basket or kicking a soccer ball or driving a Ferrari, and to me as a core gamer, it feels natural. If they can do that, I think they have the skill to say, "How do you hit a ball? Well, you go like this." I think we'll get there, but there will be some learning that they go through."

GS: What about Final Fantasy XIV? You got Final Fantasy XIII onto the 360 and now XIV is a PlayStation 3 and PC exclusive. Is that a bit of a kick in the teeth for you guys?

PS: Final Fantasy XIII, seeing it running on the 360 as a long-time gamer, was a pretty special moment. Just given that a true Final Fantasy game working on our platform is great. Square is obviously a great partner, and our work with them in the future…I'm sure there will be something to talk about down the road.

GS: We're seeing all three platforms pushing nongame entertainment services far more than was done previous generations. As the head of Microsoft Game Studios, are you worried about focus moving to services as opposed to just games?

PS: I'm not that worried about it. Take 1 vs. 100, something we announced the beta for here that opened on Monday. We put a self-imposed cap of 50,000 people and we hit that cap in the first hour. Those were 50,000 people playing one game--not split off into multiple games. They were playing one game instance. Is that a service or is that a game as people log in to play? I don't know. People seem to be having fun doing it and, lucky for us, we have something like Live that facilitates those kinds of games. Things like people watching movies together and listening to music--the lines are blurred between what's a service and what's a game. And I think we're set up well to leverage that with Xbox Live.

234 Comments

  • gedbyz

    Posted Jun 21, 2009 11:25 pm PT

    You could move your head to look different ways on the screen but eventually you would not be looking at the TV screen so.

  • gedbyz

    Posted Jun 21, 2009 11:24 pm PT

    It is an interesting concept but I do not know how it will work with Halo or Gears.

  • invictuslemming

    Posted Jun 17, 2009 8:02 pm PT

    I'll reserve judgement on both the MS and Sony technologies until they've matured a bit more. Right now we have to take a marketing team's word on how awesome both their technologies are...

    I'd rather wait until we have a neutral party evaluate these techs before jumping to any conclusions. It is intriguing though, I'll admit that.

  • shanem_69

    Posted Jun 11, 2009 2:07 pm PT

    As a gaming thing this doesn't interest me at all, it's like an upgraded eyetoy which I though was cool for about the first 10 minutes (though I did like the game show thing).
    No I'm more interesting in it as the technology it's self, it's the first step in a huge leap in technology, having interactive AI. The whole moving your hands to do stuff reminds me of Minority Report. And many many years from now they could even turn it in to something like in so many SciFi movies, kind of like Hal.... but hopefully nicer.

  • Ardrius

    Posted Jun 10, 2009 10:10 pm PT

    Natal has to be 1:1 before I'll even consider it.

  • thenephariouson

    Posted Jun 10, 2009 3:19 pm PT

    similar technology that was used in 'Minority Report'

  • thenephariouson

    Posted Jun 10, 2009 3:18 pm PT

    the only real issue i foresee is 'Latency' (the time delay difference between your movement and the in-game character), which brings me to my next point, will this connet via USB or Ethernet i wonder, as bandwidth will obviously play a big part.

  • tealtib03

    Posted Jun 10, 2009 2:16 pm PT

    gameking5000
    - They have said it will work with all previous and future games. Essentially all the Natal is doing is interpreting the data it reads and relaying to the xbox just like a controller. That's why it's not some big new that that's gonna to eat up the cpu's on the 360. As far as FPS games it should work out great. It's a lot easier to do a lot of things than to try to tell your controller to do, or instead of just sideways dodging think we could finally be able to just move your head or your body over. It would take Halo and others to a whole new level.

  • SQUALL20XX

    Posted Jun 9, 2009 2:43 pm PT

    Promising feature

  • gameking5000

    Posted Jun 8, 2009 11:12 pm PT

    How amny games are going to support project natal?

  • themvp15

    Posted Jun 8, 2009 4:08 pm PT

    one step closer to skynet

  • NoLifeGamin

    Posted Jun 7, 2009 7:40 pm PT

    hm...for an FPS game....the movement would look...really retarded if you want to run, hide behind cover,dodge,or something like crawling...those probably jsut wont work because you would have to move the position of your body over a large distance to perform those actions......so for running...well i guess you'll have to run in place.....for cover...well thats pretty easy to do since all you do is perform a movement that looks like you're behind cover...dodging..i guess you'll have to do like a quick side-step or something.....and for crawling....i have absolutely NO idea how that works out....but if theres gonna be a FPS Natal game then that would be AWESOME....and then it would be used as a simulation exercise for the military....heck this can also be used for business presentations....WOW i just realized how much project naval could impact how some the things we do OUTSIDE of gaming...just goes to show that technology is really moving on..cuz lol...talking to someone in real-time with this seems like something out of a sci-fi film!....i guess there arent enough words to explain the awesomeness and influence that this project can bring for society!

  • Karrotjuce

    Posted Jun 7, 2009 1:23 pm PT

    Uchiha_Zero_9

    amen

  • RolielStarfire

    Posted Jun 7, 2009 12:15 pm PT

    Natal has a strong future, not only as a game play platform, but as the first of a category: immersive and intuitive computing interfaces. The next step for computing is to make it invisible, therefore making it eminently usable.

    Natal has presented several paradigm shifts that have been inevitable and long coming: the removal of the divide between the physical world and the digital world. For starters, Microsoft presented Natal as being able to recognize real world objects, esp. facial recognition. The scanning in of the skateboard is a perfect example. People lead digital lives as well as physical ones, and we love it when the two become one.

    Couple this with body-contact devices such as what Sony and Nintendo have presented, and we have a real opportunity bring accuracy as well as generality to the computer experience. If you want tactile sensation, then pick up the object. If you just want to choose a movie or try on a dress, then Natal is far more intuitive. The point isn't to throw away the controller, its to remove the seams between activities.

    Games succeed through immersion, and the future of human-computer interaction lies in removing the boundaries between digital and human, so people use these tools as part of their entire life.

  • aphexchris

    Posted Jun 7, 2009 10:28 am PT

    A gimmick. For gimmicky games. I can guarantee there won't be any standard FPS, RTS etc, type games. It'll be like the wii all over again - the best games on that platform don't even use the motion control to any real effect... All you'll see is a bunch of badly designed sport/interactive/gimmick games.

    Waving your arms around? Kicking? Jogging on the spot? Not very casual if you ask me...

  • haloshalo

    Posted Jun 6, 2009 1:46 am PT

    halo: 5yes shovel wars, confirmed

  • mike62884

    Posted Jun 6, 2009 12:05 am PT

    This didn't really impress me, the motion tracking wasn't very precise, it worked best when they guys were standing still in a pose rather than in motion. Also, while using your body as a controller is an intuitive method for input, it's extremely limiting. I can't see the implementation of this device going further than simple tech demos, despite the fact that Epic and Bungie are experimenting with it, I doubt that a Gears or Halo will ever use it as a form of input. As for Milo, I would have been more impressed if the demo was shown live on stage rather than a prerecorded video that can be easily staged and edited to look like a genuine interaction, and the prospect of interacting an adaptive AI the senses emotion and shape recognition is somewhat unsettling.

  • G00DANG

    Posted Jun 5, 2009 5:40 pm PT

    This is a sweet piece of kit and i cant wait for it to come out. The innovation with milo and natal is amazing and just goes to show how far technology has come. Only downside is with an estimated price of $200 or £130 this seems like it might be lost within the current economic climate, I mean i certainly couldn't pay for it atm and I am certain many others are like that too.

  • Junior_AIN

    Posted Jun 5, 2009 2:45 pm PT

    Hope Microsoft make better use of Motion controls than Nintendo did, and show some nice usage in some good core games.

  • msudude211

    Posted Jun 5, 2009 1:51 pm PT

    @g_max_ - Lol, not every Xbox 360 Red Rings. The newer models rarely get the RRoD, and when they do, Microsoft has your console back in less than a couple weeks.

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