Neuromancer
Member
Great article, I recommend reading the whole thing. A few excerpts:
http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall
It wasn't until early 2009, shortly before Project Natal hit the stage at E3, that Kinect's capabilities had solidified enough for game development to proceed. "The studio had just completed its restructure at that point," says [Ex-Rare designer and current Playtonic studio director Gavin] Price. "We'd just shipped Viva Pinata: Trouble In Paradise and Banjo: Nuts 'n' Bolts, and I remember some new projects were prototyped after those two releases, but everything kind of got pushed to one side. We were told that the studio would focus on the Xbox Live Avatars business, Kinect Sports, and a kind of Kinect health and fitness game, I think it was."
Kinect Sports was originally conceived as a more complex sim, Sports Star, built around the idea of being a pro athlete, with gesture controls that were supposedly beyond anything available on the Wii. "But I remember at some point, the feedback came down from Don Mattrick I believe, and it was: 'No, just give us Wii Sports with Kinect.' So internally, yeah, Kinect was very much a reaction to the Wii's success, the fact that they sold millions and millions and always sold out every Christmas."
The more Rare got to grips with Kinect, however, the more it became conscious of the sensor's limitations. "We were literally putting kitchen foil from supermarkets over windows, to get the best lighting conditions possible. It was an exciting time because it was all new, and everyone wanted to be the next one figuring something cool out. But it was also a really frustrating, pull-your-hair-out time.
"Nothing was happening on screen, and you were like 'Is it me? Is it the camera? Is it the lighting in this room? Am I wearing the wrong clothes?' It was failing. And it wasn't like you were pressing a button on a pad and nothing was happening - you just didn't know what was going wrong. It was really frustrating early on."
Ideas for brand new games were thrown around internally, but Rare's management and Microsoft elected to double-down on the emerging Kinect Sports series instead. "I think because we'd not made a massive hit for Microsoft like we had before they bought us, people at Rare and Microsoft saw this as a chance for Rare to do something big and own an audience, a key part of Microsoft's business. But the result was we couldn't work on the kinds of game we'd traditionally worked on, because there was such pressure to deliver a fantastic Kinect game, to inspire other developers.
"To remove all risk we knocked all of the teams on the head, and everyone kind of chipped in and joined the Kinect Sports team. I think that was the biggest team we've ever had on a title in Rare's history, and Kinect Sports: Season Two eclipsed that, even taking into account the fact that Big Park helped on two of the sports for Season Two."
Among the shelved projects were a number of Kinect titles, ranging from the Kinect equivalent of Wii Fit to a few quirky originals. "I was working on an adventure-style game where you explore a haunted house, using Grabbed By The Ghoulies background assets," Price continues. "We had junction points, you could select new routes, and you'd come across physical puzzles. It was the Kinect equivalent of the Professor Layton series, where instead of mental puzzles you'd complete challenges which would require all sorts of bodily movements.
"One was that you could see your character standing in a pit of rats, and one rat had the key to the exit, so you were trying to stamp on all these rats and get the one with the key."
Among the final projects Gavin Price worked on at Rare was a whimsical "conflict-resolution game", roughly titled "Kinect-Off", in which players race to perform a random action such as 'jump, then touch the floor' while their Avatars do battle on-screen. Thrown together for laughs during a gamejam, the title was also, in its way, an earnest celebration of the second generation Kinect's finesse - unchecked, as so many Kinect games are, by the expectations of genres that have coalesced around controllers or mouse-and-keyboard. Now-departed Microsoft Studios vice-president Phil Harrison was apparently a fan.
"You could use it to show off all the things Kinect could do, that nobody had tried out at that point in time. Such as 'hold your hands exactly 18 and a half inches apart'," Price recalls. "All these things Kinect doesn't get asked to do in other games. 'Blink.' 'Blow me a kiss.' You could even use a pad alongside it, like 'press A on your controller', and the best thing to do there would be to grab your mate's controller and hurl it across the room. I remember sometimes the text would come up really small, so you'd have to get in close to read it. And the command would be 'move backwards'. It could headf**k you like that. It was really fun but alas, it's never seen the light of day."
http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall