Reading Response #4

Chapter 3 of Katherine Isbister’s How Games Move Us discusses body movement in games, both virtually and in meatspace. To support the topic of this chapter, Isbister then goes on to describe studies where body postures affect a person’s feeling toward various tasks, and then uses this to segue into motion controls. What isn’t elaborated on, however, is how the motion control trends of the Wiimote, Playstation Move, and Microsoft Kinect have all died down. While Nintendo was the first of the three to push its version of motion controllers known today, the company’s newer consoles neglect to use the Wiimote. The Wii U controller more resembles a tablet with joysticks, and the upcoming Switch doesn’t look like it uses it either. From my own experiences with the Wiimote, I can see why it isn’t so popular today. The experience was novel, but having to swipe the remote every time I wanted to attack in Twilight Princess and draw out every Celestial Brush technique in Okami rapidly grew annoying. The other two controllers haven’t fared as well either. I forgot the Playstation Move was a thing until it was mentioned in the text, which sums up its existence quite well. Meanwhile, I remember the Kinect much more strongly. In 2012, Microsoft attempted to promote the Kinect in the robotics tournament I was a part of in high school. In place of an autonomous period in the game where teams had to preprogram their robots to move without player control, they could instead send a human player over to a Kinect station and control the robot with body movements. Few teams used this feature, preferring to use their tried-and-tested autonomous routines. One team ran their program, and had their human player dance and mime out various characters in the Kinect station instead. While I agree with Isbister’s point that body movement and motion controls are important aspects to consider in games, I can’t find the current state of motion controls as anything but gimmicks.

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