1 00:00:00,060 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 5 00:00:10,730 --> 00:00:13,340 To make a donation or view additional materials 6 00:00:13,340 --> 00:00:17,236 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,236 --> 00:00:17,861 at ocw.mit.edu. 8 00:00:21,285 --> 00:00:22,160 PROFESSOR: All right. 9 00:00:22,160 --> 00:00:26,660 So I am really happy to say that we've got SWERY. 10 00:00:26,660 --> 00:00:28,520 Do you go with SWERY or Swery65? 11 00:00:28,520 --> 00:00:29,472 SWERY: SWERY please. 12 00:00:29,472 --> 00:00:30,180 PROFESSOR: SWERY. 13 00:00:30,180 --> 00:00:31,340 Swery65's Twitter. 14 00:00:31,340 --> 00:00:32,540 Your Twitter account. 15 00:00:32,540 --> 00:00:33,324 SWERY: Yes. 16 00:00:33,324 --> 00:00:34,490 INTERPRETER: So a developer. 17 00:00:34,490 --> 00:00:38,220 He's visiting us from Japan, visiting for the Video Game 18 00:00:38,220 --> 00:00:42,173 Orchestra, which Shota-- is he in the room right now? 19 00:00:42,173 --> 00:00:42,860 SHOTA: I'm here. 20 00:00:42,860 --> 00:00:45,210 PROFESSOR: There he is-- is organizing that orchestra. 21 00:00:45,210 --> 00:00:46,549 They're playing tomorrow. 22 00:00:46,549 --> 00:00:47,090 That's right? 23 00:00:47,090 --> 00:00:48,220 Yeah. 24 00:00:48,220 --> 00:00:50,020 So we sent you the code for that. 25 00:00:50,020 --> 00:00:51,990 So please, if you're interested in attending, 26 00:00:51,990 --> 00:00:52,775 please do attend that. 27 00:00:52,775 --> 00:00:53,608 It'll be really fun. 28 00:00:53,608 --> 00:00:56,030 They'll be playing some of the music from SWERY's most 29 00:00:56,030 --> 00:00:57,380 recent game. 30 00:00:57,380 --> 00:00:59,170 SWERY's from Access Games? 31 00:00:59,170 --> 00:00:59,850 SWERY: Yes. 32 00:00:59,850 --> 00:01:02,040 PROFESSOR: And previous games he's made 33 00:01:02,040 --> 00:01:05,750 include Spy Fiction, Deadly Premonition, 34 00:01:05,750 --> 00:01:08,800 and the Deadly Premonition director's cut. 35 00:01:08,800 --> 00:01:10,920 And a few others. 36 00:01:10,920 --> 00:01:11,850 SWERY: To Japan. 37 00:01:11,850 --> 00:01:12,780 Ace Combat. 38 00:01:12,780 --> 00:01:15,110 Or [? Ganda. ?] Something. 39 00:01:15,110 --> 00:01:17,062 PROFESSOR: So from Namco Bandai. 40 00:01:17,062 --> 00:01:18,020 Those were Namco games. 41 00:01:18,020 --> 00:01:18,519 Yeah. 42 00:01:18,519 --> 00:01:21,229 So he's made a bunch of different types of games. 43 00:01:21,229 --> 00:01:22,770 We really like, at the lab, we really 44 00:01:22,770 --> 00:01:24,870 enjoy the Deadly Premoniton game. 45 00:01:24,870 --> 00:01:28,120 It's a great open-world simulation game 46 00:01:28,120 --> 00:01:30,310 that it plays a lot differently than if you're used 47 00:01:30,310 --> 00:01:31,700 to the normal Grand Theft Auto. 48 00:01:31,700 --> 00:01:35,129 So if you haven't played that, Deadly Premonition, 49 00:01:35,129 --> 00:01:37,170 he'll be talking about some of those games today. 50 00:01:37,170 --> 00:01:38,544 But definitely check out YouTube, 51 00:01:38,544 --> 00:01:40,044 and check out playing that. 52 00:01:40,044 --> 00:01:40,960 We have it at the lab. 53 00:01:40,960 --> 00:01:43,480 So if you'd like to use the lab and play that game at all, 54 00:01:43,480 --> 00:01:45,170 you're more than welcome to. 55 00:01:45,170 --> 00:01:47,211 They're going to also be demonstrating their most 56 00:01:47,211 --> 00:01:49,880 recent game on the Kinect once we get our tech issues fixed. 57 00:01:49,880 --> 00:01:51,910 So we'll start with lecture. 58 00:01:51,910 --> 00:01:53,660 We'll have some Q&A at the end of that, 59 00:01:53,660 --> 00:01:55,035 and hopefully we'll have a chance 60 00:01:55,035 --> 00:01:56,850 to play their latest game. 61 00:01:56,850 --> 00:01:58,795 So I'm going to give you this. 62 00:02:01,699 --> 00:02:03,490 INTERPRETER: You can just clip it anywhere? 63 00:02:03,490 --> 00:02:06,187 PROFESSOR: Yeah, just clip it like-- near the top 64 00:02:06,187 --> 00:02:07,740 of your-- yeah. 65 00:02:07,740 --> 00:02:08,633 INTERPRETER: OK. 66 00:02:08,633 --> 00:02:10,091 PROFESSOR: And feel free to hold it 67 00:02:10,091 --> 00:02:12,476 if you don't have anywhere else to put it 68 00:02:12,476 --> 00:02:13,407 INTERPRETER: OK. 69 00:02:13,407 --> 00:02:13,907 SWERY: Hi. 70 00:02:13,907 --> 00:02:16,050 Nice to meet you guys. 71 00:02:16,050 --> 00:02:17,320 I can't speak English well. 72 00:02:17,320 --> 00:02:18,280 Sorry. 73 00:02:18,280 --> 00:02:20,134 I need a translator. 74 00:02:20,134 --> 00:02:21,460 INTERPRETER: Hi. 75 00:02:21,460 --> 00:02:23,855 SWERY: [SPEAKING JAPANESE] 76 00:02:23,855 --> 00:02:26,864 INTERPRETER: I'll be speaking in Japanese. 77 00:02:26,864 --> 00:02:28,250 So I will translate. 78 00:02:28,250 --> 00:02:33,512 SWERY: [SPEAKING JAPANESE] 79 00:02:33,512 --> 00:02:37,240 INTERPRETER: As the teacher has said, that he makes games. 80 00:02:37,240 --> 00:02:40,882 So in order to accommodate everyone 81 00:02:40,882 --> 00:02:42,340 who might not know the games, we've 82 00:02:42,340 --> 00:02:44,272 presented this picture over here. 83 00:02:47,730 --> 00:02:48,718 Can you hear me OK? 84 00:02:48,718 --> 00:02:50,200 Is this good? 85 00:02:50,200 --> 00:02:53,660 [MUSIC PLAYING] 86 00:02:53,660 --> 00:03:00,350 SWERY: [SPEAKING JAPANESE] 87 00:03:00,350 --> 00:03:01,850 INTERPRETER: These are all the games 88 00:03:01,850 --> 00:03:03,240 that he's worked on previously. 89 00:03:11,920 --> 00:03:42,560 SWERY: [SPEAKING JAPANESE] 90 00:03:42,560 --> 00:03:46,560 INTERPRETER: You're familiar with these games, here? 91 00:03:46,560 --> 00:03:49,092 You know, some were only released in Japanese market, 92 00:03:49,092 --> 00:03:49,592 also. 93 00:04:08,288 --> 00:04:10,256 SWERY: [SPEAKING JAPANESE] 94 00:04:10,256 --> 00:04:15,220 [APPLAUSE] 95 00:04:24,309 --> 00:04:26,850 INTERPRETER: We've been making games for about 20 years, just 96 00:04:26,850 --> 00:04:27,720 like these games up here. 97 00:04:27,720 --> 00:04:30,011 And today, we'd like to talk about the very newest game 98 00:04:30,011 --> 00:04:33,340 using the Xbox Kinect in the front there. 99 00:04:33,340 --> 00:04:52,885 SWERY: [SPEAKING JAPANESE] 100 00:04:52,885 --> 00:04:54,260 INTERPRETER: So this is basically 101 00:04:54,260 --> 00:04:55,250 the structure of today. 102 00:04:55,250 --> 00:04:57,500 We want to start with a small lecture. 103 00:04:57,500 --> 00:04:58,949 If we can get the video going-- 104 00:04:58,949 --> 00:05:00,990 PROFESSOR: They're here to set that up right now. 105 00:05:00,990 --> 00:05:01,698 INTERPRETER: Yay! 106 00:05:01,698 --> 00:05:04,290 We can play it, and then have a short Q&A at the end. 107 00:05:04,290 --> 00:05:06,790 SWERY: Yep. 108 00:05:06,790 --> 00:05:18,426 [SPEAKING JAPANESE] 109 00:05:18,426 --> 00:05:20,550 INTERPRETER: So for some of you who might not know, 110 00:05:20,550 --> 00:05:24,255 D4 is a game that was designed for Xbox One Kinect, 111 00:05:24,255 --> 00:05:27,439 so that you can play using your motions from the very beginning 112 00:05:27,439 --> 00:05:29,730 all the way to the very end in an action-adventure kind 113 00:05:29,730 --> 00:05:31,370 of story. 114 00:05:31,370 --> 00:05:43,723 SWERY: [SPEAKING JAPANESE] 115 00:05:43,723 --> 00:05:45,306 INTERPRETER: So this is a type of game 116 00:05:45,306 --> 00:05:47,310 that you actually don't have to hold the control in your hand. 117 00:05:47,310 --> 00:05:48,643 Everything is hand-motion based. 118 00:05:48,643 --> 00:05:55,290 So it has this sensor with the Xbox One Kinect bar. 119 00:05:55,290 --> 00:06:09,740 SWERY: [SPEAKING JAPANESE] 120 00:06:09,740 --> 00:06:11,490 INTERPRETER: So the Kinect, it actually 121 00:06:11,490 --> 00:06:15,020 takes a skeletal image of you. 122 00:06:15,020 --> 00:06:17,915 And then, using that, it allows for it 123 00:06:17,915 --> 00:06:20,540 to detect the motion of the person who's playing the game. 124 00:06:20,540 --> 00:06:27,419 SWERY: [SPEAKING JAPANESE] 125 00:06:27,419 --> 00:06:29,460 INTERPRETER: It's kind of like an all-in-one kind 126 00:06:29,460 --> 00:06:30,180 of sensor device. 127 00:06:30,180 --> 00:06:32,264 It doesn't only have just the body movement 128 00:06:32,264 --> 00:06:33,680 sensor, but also has a microphone, 129 00:06:33,680 --> 00:06:35,580 a camera, all the different kinds of things. 130 00:06:35,580 --> 00:06:39,100 So it could accurately capture what you're doing. 131 00:06:39,100 --> 00:06:53,050 SWERY: [SPEAKING JAPANESE] 132 00:06:53,050 --> 00:06:54,750 INTERPRETER: So in one rough sketch, 133 00:06:54,750 --> 00:06:56,280 this is pretty much all the sensors 134 00:06:56,280 --> 00:06:58,779 that are incorporated into the Xbox Kinect sensor. 135 00:06:58,779 --> 00:07:00,570 As you can see, there's a hand-tracking one 136 00:07:00,570 --> 00:07:02,195 with the three different options there. 137 00:07:02,195 --> 00:07:05,230 Face-tracking, mic sensors-- all of this is inside that little. 138 00:07:05,230 --> 00:07:07,827 SWERY: [SPEAKING JAPANESE] 139 00:07:07,827 --> 00:07:09,160 INTERPRETER: [SPEAKING JAPANESE] 140 00:07:09,160 --> 00:07:10,429 SWERY: [SPEAKING JAPANESE] 141 00:07:10,429 --> 00:07:12,720 INTERPRETER: We don't actually know what it's used for, 142 00:07:12,720 --> 00:07:16,957 but there's also a glasses tracking device sensor. 143 00:07:16,957 --> 00:07:18,040 SWERY: Doesn't make sense. 144 00:07:21,270 --> 00:07:27,740 [SPEAKING JAPANESE] 145 00:07:27,740 --> 00:07:30,400 INTERPRETER: So in order to come to this point, 146 00:07:30,400 --> 00:07:35,340 we've had a lot of different input methods that we used. 147 00:07:35,340 --> 00:07:44,462 SWERY: [SPEAKING JAPANESE] 148 00:07:44,462 --> 00:07:45,920 INTERPRETER: So this is, basically, 149 00:07:45,920 --> 00:07:48,630 all the different devices, from the very beginning all 150 00:07:48,630 --> 00:07:49,990 the way to 2014. 151 00:07:49,990 --> 00:07:53,260 So all these devices have been previously made up to now. 152 00:07:53,260 --> 00:08:04,549 SWERY: [SPEAKING JAPANESE] 153 00:08:04,549 --> 00:08:06,590 INTERPRETER: So basically, at the very beginning, 154 00:08:06,590 --> 00:08:09,020 if you look over there, there's games that 155 00:08:09,020 --> 00:08:10,340 only have a couple buttons. 156 00:08:10,340 --> 00:08:12,880 And then we've progressed all the way over here. 157 00:08:12,880 --> 00:08:13,773 Do you know Femicon? 158 00:08:13,773 --> 00:08:15,840 It's on the corner there, too. 159 00:08:15,840 --> 00:08:23,109 SWERY: [SPEAKING JAPANESE] 160 00:08:23,109 --> 00:08:25,650 INTERPRETER: Yeah, in the very beginning of the 90's, there's 161 00:08:25,650 --> 00:08:28,010 also this rifle controller thing down here. 162 00:08:28,010 --> 00:08:29,200 That's all very interesting. 163 00:08:29,200 --> 00:08:32,210 SWERY: [SPEAKING JAPANESE] 164 00:08:32,210 --> 00:08:34,020 INTERPRETER: He understands how much we all 165 00:08:34,020 --> 00:08:36,880 love shooting games. 166 00:08:36,880 --> 00:08:47,012 SWERY: [SPEAKING JAPANESE] 167 00:08:47,012 --> 00:08:49,470 INTERPRETER: And then, if you look at the next decade over, 168 00:08:49,470 --> 00:08:51,390 or the next generation, you notice 169 00:08:51,390 --> 00:08:53,040 that there's actually controllers 170 00:08:53,040 --> 00:08:55,765 device for each specific game. 171 00:08:55,765 --> 00:08:57,750 So we have the new gun controllers over here, 172 00:08:57,750 --> 00:09:01,410 and then the actual handheld controller over here, 173 00:09:01,410 --> 00:09:04,880 specific to whatever game that you are designing for. 174 00:09:04,880 --> 00:09:13,614 SWERY: [SPEAKING JAPANESE] 175 00:09:13,614 --> 00:09:15,030 INTERPRETER: And then in this era, 176 00:09:15,030 --> 00:09:18,340 you can see that they also utilize a piano 177 00:09:18,340 --> 00:09:19,490 keyboard up top. 178 00:09:19,490 --> 00:09:22,200 So you use all different kinds of medians 179 00:09:22,200 --> 00:09:24,820 in order to play these games. 180 00:09:24,820 --> 00:09:42,270 SWERY: [SPEAKING JAPANESE] 181 00:09:42,270 --> 00:09:44,220 INTERPRETER: And then, in the 2000 onwards, 182 00:09:44,220 --> 00:09:47,270 you noticed that we actually have these kind of controllers. 183 00:09:47,270 --> 00:09:48,860 Basically, everything has some kind 184 00:09:48,860 --> 00:09:50,520 of screen panel attached to it. 185 00:09:50,520 --> 00:09:52,960 And then you have guitars and drum sets, 186 00:09:52,960 --> 00:09:55,630 and things that we see nowadays in gaming. 187 00:09:55,630 --> 00:09:57,240 SWERY: [SPEAKING JAPANESE] 188 00:09:57,240 --> 00:09:59,760 INTERPRETER: That's Kinect. 189 00:09:59,760 --> 00:10:05,522 SWERY: [SPEAKING JAPANESE] 190 00:10:05,522 --> 00:10:07,980 INTERPRETER: So the Kinect is over here underneath the Wii. 191 00:10:07,980 --> 00:10:12,740 So perhaps it's like whoever made the slides preferences. 192 00:10:12,740 --> 00:10:18,853 SWERY: [SPEAKING JAPANESE] 193 00:10:18,853 --> 00:10:21,012 INTERPRETER: So probably whenever we game nowadays, 194 00:10:21,012 --> 00:10:22,970 we have something similar to this, where you're 195 00:10:22,970 --> 00:10:25,950 holding a handheld controller. 196 00:10:25,950 --> 00:10:31,246 SWERY: [SPEAKING JAPANESE] 197 00:10:31,246 --> 00:10:33,120 INTERPRETER: Also, the other is like when you 198 00:10:33,120 --> 00:10:34,629 use actual computer-- PC games. 199 00:10:34,629 --> 00:10:36,670 And you have a mouse and a keyboard to play with. 200 00:10:36,670 --> 00:10:43,460 SWERY: [SPEAKING JAPANESE] 201 00:10:43,460 --> 00:10:45,880 INTERPRETER: And then also nowadays, a particular style 202 00:10:45,880 --> 00:10:48,540 is to use these kind of things, like a pad over there, 203 00:10:48,540 --> 00:10:52,110 or a guitar to play the games nowadays. 204 00:10:52,110 --> 00:11:01,624 SWERY: [SPEAKING JAPANESE] 205 00:11:01,624 --> 00:11:03,790 INTERPRETER: So now we have a question about Kinect. 206 00:11:03,790 --> 00:11:06,020 Is it one of those games that you have something 207 00:11:06,020 --> 00:11:07,936 like a guitar in your hand and you're playing, 208 00:11:07,936 --> 00:11:10,035 or is it something controller-based in your hand? 209 00:11:10,035 --> 00:11:12,120 What do you think? 210 00:11:12,120 --> 00:11:13,780 SWERY: [SPEAKING JAPANESE] 211 00:11:13,780 --> 00:11:15,488 INTERPRETER: Anyone that thinks that it's 212 00:11:15,488 --> 00:11:21,920 like a gamepad device? 213 00:11:21,920 --> 00:11:23,804 SWERY: [SPEAKING JAPANESE] 214 00:11:23,804 --> 00:11:26,220 INTERPRETER: Something that's very specific and different. 215 00:11:26,220 --> 00:11:27,570 Anyone? 216 00:11:27,570 --> 00:11:29,530 So there's two sides here. 217 00:11:29,530 --> 00:11:31,037 We have a couple hands. 218 00:11:31,037 --> 00:11:32,120 SWERY: [SPEAKING JAPANESE] 219 00:11:32,120 --> 00:11:34,370 INTERPRETER: Some brave souls. 220 00:11:34,370 --> 00:11:40,127 SWERY: [SPEAKING JAPANESE] 221 00:11:40,127 --> 00:11:41,710 INTERPRETER: In his opinion, he thinks 222 00:11:41,710 --> 00:11:44,310 that Xbox One is traditional. 223 00:11:44,310 --> 00:11:46,100 It's more traditional, and not special. 224 00:11:46,100 --> 00:11:48,090 It doesn't have those different elements to it. 225 00:11:48,090 --> 00:12:15,360 SWERY: [SPEAKING JAPANESE] 226 00:12:15,360 --> 00:12:17,325 INTERPRETER: So in his opinion, there's 227 00:12:17,325 --> 00:12:19,450 two distinct differences between a traditional game 228 00:12:19,450 --> 00:12:21,780 and a not-so-traditional game. 229 00:12:21,780 --> 00:12:24,020 The not-so-traditional game would 230 00:12:24,020 --> 00:12:27,290 be something that does not-- you're not 231 00:12:27,290 --> 00:12:29,740 designing the game based on the medium that you're using. 232 00:12:29,740 --> 00:12:31,323 And then the other way around, if it's 233 00:12:31,323 --> 00:12:33,292 a nontraditional device, it is based-- sorry. 234 00:12:33,292 --> 00:12:34,000 I got that wrong. 235 00:12:34,000 --> 00:12:35,170 Sorry. 236 00:12:35,170 --> 00:12:36,810 A traditional device would be a game 237 00:12:36,810 --> 00:12:38,390 that you play based off of the medium 238 00:12:38,390 --> 00:12:39,848 that you're using to play the game. 239 00:12:39,848 --> 00:12:43,520 And a nontraditional device is not dependent upon the medium 240 00:12:43,520 --> 00:12:46,600 that you're using, but something else. 241 00:12:46,600 --> 00:12:56,753 SWERY: [SPEAKING JAPANESE] 242 00:12:56,753 --> 00:12:59,253 INTERPRETER: He feels that a special device-- a special game 243 00:12:59,253 --> 00:13:01,430 would be something like, let's say then Guitar Hero, when you 244 00:13:01,430 --> 00:13:03,638 pick up a guitar, and you have a guitar to play with, 245 00:13:03,638 --> 00:13:05,930 you automatically know that this is a music game. 246 00:13:05,930 --> 00:13:09,250 It's not going to be a fighting game. 247 00:13:09,250 --> 00:13:13,770 SWERY: [SPEAKING JAPANESE] 248 00:13:13,770 --> 00:13:15,770 INTERPRETER: We're going to explain a little bit 249 00:13:15,770 --> 00:13:20,950 about why the Kinect is considered a traditional game. 250 00:13:20,950 --> 00:13:28,120 SWERY: [SPEAKING JAPANESE] 251 00:13:28,120 --> 00:13:30,690 INTERPRETER: So a game is made by having the players input 252 00:13:30,690 --> 00:13:34,440 a code through a different medium into the game itself. 253 00:13:34,440 --> 00:13:37,792 SWERY: [SPEAKING JAPANESE] 254 00:13:37,792 --> 00:13:40,250 INTERPRETER: So the symbols-- like pushing this button will 255 00:13:40,250 --> 00:13:41,080 fire this missile. 256 00:13:41,080 --> 00:13:43,400 Kind of shorthand symbol. 257 00:13:43,400 --> 00:13:52,460 SWERY: [SPEAKING JAPANESE] 258 00:13:52,460 --> 00:13:54,080 INTERPRETER: So then in D4, instead 259 00:13:54,080 --> 00:13:56,417 of actually having a motion mean something, 260 00:13:56,417 --> 00:13:58,000 it is more like you follow the arrows. 261 00:13:58,000 --> 00:14:00,520 So if you wanted to turn the page, you follow the arrow, 262 00:14:00,520 --> 00:14:01,436 and it will go around. 263 00:14:01,436 --> 00:14:04,060 So it's like a symbol based. 264 00:14:04,060 --> 00:14:22,190 SWERY: [SPEAKING JAPANESE] 265 00:14:22,190 --> 00:14:24,450 INTERPRETER: So there's also, like Minority Report 266 00:14:24,450 --> 00:14:26,940 and Iron Man that came out, it's not necessarily a game 267 00:14:26,940 --> 00:14:29,375 that you use because it's based off of this Kinect, 268 00:14:29,375 --> 00:14:32,560 but kind of like a halfway semi-using 269 00:14:32,560 --> 00:14:36,100 the Apple products and the OS, iOSes in order 270 00:14:36,100 --> 00:14:37,330 to make the games. 271 00:14:37,330 --> 00:14:47,700 SWERY: [SPEAKING JAPANESE] 272 00:14:47,700 --> 00:14:50,779 INTERPRETER: So if you kind of really focus into 273 00:14:50,779 --> 00:14:52,570 whether you're going to make a special game 274 00:14:52,570 --> 00:14:55,704 or a traditional game, and you narrow your vision, 275 00:14:55,704 --> 00:14:57,870 your game is probably going to become kind of small. 276 00:14:57,870 --> 00:14:59,630 In his opinion, he thinks that in order 277 00:14:59,630 --> 00:15:02,090 to make it a bigger deal, and make it a bigger thing, 278 00:15:02,090 --> 00:15:04,340 you should break that boundary between traditional and 279 00:15:04,340 --> 00:15:06,740 special, and find something that works really 280 00:15:06,740 --> 00:15:08,490 well with the medium that you're using. 281 00:15:08,490 --> 00:15:16,875 SWERY: [SPEAKING JAPANESE] 282 00:15:16,875 --> 00:15:18,500 INTERPRETER: So with D4, what he wanted 283 00:15:18,500 --> 00:15:22,980 to challenge was not only the actual game play itself, 284 00:15:22,980 --> 00:15:25,960 but how the players interact with the device 285 00:15:25,960 --> 00:15:27,760 in order to make actions happen. 286 00:15:27,760 --> 00:15:36,945 SWERY: [SPEAKING JAPANESE] 287 00:15:36,945 --> 00:15:38,320 INTERPRETER: So instead of having 288 00:15:38,320 --> 00:15:41,730 the user have a handheld controller to click on buttons, 289 00:15:41,730 --> 00:15:44,550 he wanted to find a way that you can actually have the people 290 00:15:44,550 --> 00:15:46,890 interact with the game by having these hand gestures, 291 00:15:46,890 --> 00:15:52,350 or motioning a bat, and having a story go along. 292 00:15:52,350 --> 00:15:53,607 SWERY: [SPEAKING JAPANESE] 293 00:15:53,607 --> 00:15:56,470 INTERPRETER: Are you interested? 294 00:15:56,470 --> 00:15:58,160 SWERY: [SPEAKING JAPANESE] 295 00:15:58,160 --> 00:16:00,310 INTERPRETER: Do you have a preference? 296 00:16:00,310 --> 00:16:02,370 Does anyone like Kinect, particularly? 297 00:16:02,370 --> 00:16:03,455 Hate Kinect? 298 00:16:03,455 --> 00:16:06,172 Have an opinion about Kinect? 299 00:16:06,172 --> 00:16:07,168 It's good? 300 00:16:07,168 --> 00:16:10,690 I saw the-- over there. 301 00:16:10,690 --> 00:16:21,389 SWERY: [SPEAKING JAPANESE] 302 00:16:21,389 --> 00:16:22,930 INTERPRETER: So now that we've piqued 303 00:16:22,930 --> 00:16:24,280 your interest a little bit, I think 304 00:16:24,280 --> 00:16:25,810 that some people are probably thinking, 305 00:16:25,810 --> 00:16:27,684 yes, let's incorporate motions into our game. 306 00:16:27,684 --> 00:16:29,710 But actually there's a bunch of little problems 307 00:16:29,710 --> 00:16:31,600 that come up when you want to use motion. 308 00:16:34,760 --> 00:16:41,670 SWERY: [SPEAKING JAPANESE] 309 00:16:41,670 --> 00:16:44,930 INTERPRETER: The Kinect is, as you see, stupidly honest. 310 00:16:44,930 --> 00:16:50,270 It only registers the exact motion that you are doing. 311 00:16:50,270 --> 00:16:52,377 So you have to be precise when you play this. 312 00:16:52,377 --> 00:16:53,460 SWERY: [SPEAKING JAPANESE] 313 00:16:53,460 --> 00:16:53,960 [LAUGHTER] 314 00:17:13,800 --> 00:17:15,180 INTERPRETER: There's a function-- 315 00:17:15,180 --> 00:17:18,203 especially like in D4, where if you take from an outside hand 316 00:17:18,203 --> 00:17:19,619 motion, and you swipe to the left, 317 00:17:19,619 --> 00:17:21,730 the camera will also follow you. 318 00:17:21,730 --> 00:17:23,950 Your vision will change as well. 319 00:17:23,950 --> 00:17:32,800 SWERY: [SPEAKING JAPANESE] 320 00:17:32,800 --> 00:17:35,030 INTERPRETER: So let's say if I was going 321 00:17:35,030 --> 00:17:36,950 to swipe from my right to my left, 322 00:17:36,950 --> 00:17:38,310 the camera will move this way. 323 00:17:38,310 --> 00:17:39,860 And if you move from your left to the right, 324 00:17:39,860 --> 00:17:41,110 the camera will move that way. 325 00:17:41,110 --> 00:17:42,511 It didn't really work out. 326 00:17:42,511 --> 00:17:43,510 Have you tried to do it? 327 00:17:43,510 --> 00:17:51,940 SWERY: [SPEAKING JAPANESE] 328 00:17:51,940 --> 00:17:54,350 INTERPRETER: So I know some people probably 329 00:17:54,350 --> 00:17:56,930 have this, if you're a gamer-- I know I've experienced this. 330 00:17:56,930 --> 00:17:58,712 But if you try to use one motion. 331 00:17:58,712 --> 00:18:00,420 Like, OK, I'm going to slide to the left. 332 00:18:00,420 --> 00:18:01,128 That didn't work. 333 00:18:01,128 --> 00:18:02,310 Let me try it again. 334 00:18:02,310 --> 00:18:04,630 When you try it again, this second sensor also catches. 335 00:18:04,630 --> 00:18:06,880 So then your computer's just moving around like crazy. 336 00:18:06,880 --> 00:18:09,380 Instead of having a one reset, it 337 00:18:09,380 --> 00:18:11,920 registers this backwards motion as well. 338 00:18:11,920 --> 00:18:21,120 SWERY: [SPEAKING JAPANESE] 339 00:18:21,120 --> 00:18:23,520 INTERPRETER: So in order to try to compensate, 340 00:18:23,520 --> 00:18:25,100 or to change this method, he tried 341 00:18:25,100 --> 00:18:26,960 to make it so that if you swipe really fast, 342 00:18:26,960 --> 00:18:28,220 the camera will react. 343 00:18:28,220 --> 00:18:30,860 But if you swipe really slow, it will not react. 344 00:18:30,860 --> 00:18:41,410 SWERY: [SPEAKING JAPANESE] 345 00:18:41,410 --> 00:18:43,057 INTERPRETER: But at first, he thought 346 00:18:43,057 --> 00:18:44,140 this was a brilliant plan. 347 00:18:44,140 --> 00:18:46,350 But when you're really hyped up and energized 348 00:18:46,350 --> 00:18:50,277 about playing a game, adrenaline pumps in, and then everything 349 00:18:50,277 --> 00:18:51,110 becomes really fast. 350 00:18:51,110 --> 00:18:54,550 Or if you have maybe an older person who maybe cannot move 351 00:18:54,550 --> 00:18:56,140 their hand quite so fast. 352 00:18:56,140 --> 00:18:58,580 It doesn't react. 353 00:18:58,580 --> 00:19:07,430 SWERY: [SPEAKING JAPANESE] 354 00:19:07,430 --> 00:19:09,080 INTERPRETER: So then he thought, OK, 355 00:19:09,080 --> 00:19:10,900 let's try having a little bit of time. 356 00:19:10,900 --> 00:19:14,480 So once you move the camera angle, if you don't do anything 357 00:19:14,480 --> 00:19:15,840 you'll be OK. 358 00:19:15,840 --> 00:19:16,960 It won't move. 359 00:19:16,960 --> 00:19:25,350 SWERY: [SPEAKING JAPANESE] 360 00:19:25,350 --> 00:19:29,680 INTERPRETER: So it didn't work, because this speed 361 00:19:29,680 --> 00:19:31,050 limitation was also one thing. 362 00:19:31,050 --> 00:19:34,660 But once it-- [SPEAKING JAPANESE] 363 00:19:34,660 --> 00:19:42,490 SWERY: [SPEAKING JAPANESE] 364 00:19:42,490 --> 00:19:44,590 INTERPRETER: And then, even if you do something, 365 00:19:44,590 --> 00:19:46,048 and then you're like, OK, I'm going 366 00:19:46,048 --> 00:19:48,190 to wait two seconds before I do to my next action, 367 00:19:48,190 --> 00:19:50,745 it actually just goes back to what it was originally. 368 00:19:50,745 --> 00:19:51,910 It reverts back. 369 00:19:51,910 --> 00:19:56,480 SWERY: [SPEAKING JAPANESE] 370 00:19:56,480 --> 00:19:58,760 INTERPRETER: So just from this one swiping action, 371 00:19:58,760 --> 00:20:01,454 he's changed it this many times. 372 00:20:01,454 --> 00:20:15,960 SWERY: [SPEAKING JAPANESE] 373 00:20:15,960 --> 00:20:19,770 INTERPRETER: So in the game D4, in order to select something, 374 00:20:19,770 --> 00:20:22,377 like back or next, you actually have to grab the back or next. 375 00:20:22,377 --> 00:20:23,876 There's a hand that hovers, and then 376 00:20:23,876 --> 00:20:26,280 he makes this grabbing function, and it pushes "Enter" 377 00:20:26,280 --> 00:20:26,780 pretty much. 378 00:20:26,780 --> 00:20:28,294 But then, in order to differentiate 379 00:20:28,294 --> 00:20:29,960 between the swipe and the grab-- or some 380 00:20:29,960 --> 00:20:32,220 people do a combination of a swipe and a grab 381 00:20:32,220 --> 00:20:33,960 at the same time. 382 00:20:33,960 --> 00:20:35,270 So it didn't work per se. 383 00:20:35,270 --> 00:20:37,860 And so even if you're doing one small action, like swiping, 384 00:20:37,860 --> 00:20:41,320 it caused this much different trial and errors that came up. 385 00:20:41,320 --> 00:20:54,280 SWERY: [SPEAKING JAPANESE] 386 00:20:54,280 --> 00:20:55,780 INTERPRETER: So what he wants to say 387 00:20:55,780 --> 00:20:57,250 is that even though there might be 388 00:20:57,250 --> 00:21:00,810 some negative views about Kinect, 389 00:21:00,810 --> 00:21:04,430 it's just basically maybe certain developers, 390 00:21:04,430 --> 00:21:06,740 directors can't design well for the game. 391 00:21:06,740 --> 00:21:08,810 However, these things could possibly easily 392 00:21:08,810 --> 00:21:11,850 be overcome with a software change. 393 00:21:11,850 --> 00:21:23,230 SWERY: [SPEAKING JAPANESE] 394 00:21:23,230 --> 00:21:28,220 INTERPRETER: And so if you try to find a game designer who 395 00:21:28,220 --> 00:21:29,970 doesn't think about changing the software, 396 00:21:29,970 --> 00:21:32,511 and actually only concentrates on the hardware version of it, 397 00:21:32,511 --> 00:21:35,450 then they're going to have to make a game specifically 398 00:21:35,450 --> 00:21:37,450 designed towards the hardware, instead of having 399 00:21:37,450 --> 00:21:40,850 the simple solution of let's just change something else 400 00:21:40,850 --> 00:21:42,680 to make it better. 401 00:21:42,680 --> 00:21:53,092 SWERY: [SPEAKING JAPANESE] 402 00:21:53,092 --> 00:21:55,550 INTERPRETER: So instead of how to make a good game, instead 403 00:21:55,550 --> 00:21:58,133 of thinking, "How do I use the hardware that they've presented 404 00:21:58,133 --> 00:22:00,417 me?" well, using that hardware incorporating 405 00:22:00,417 --> 00:22:02,750 a different software trying to find a different approach 406 00:22:02,750 --> 00:22:04,790 to make the hardware itself more stand out 407 00:22:04,790 --> 00:22:07,626 is what he wants to push. 408 00:22:07,626 --> 00:22:12,282 SWERY: [SPEAKING JAPANESE] 409 00:22:12,282 --> 00:22:13,264 INTERPRETER: Is it? 410 00:22:13,264 --> 00:22:14,246 PROFESSOR: We're going to try. 411 00:22:14,246 --> 00:22:14,574 INTERPRETER: Oh. 412 00:22:14,574 --> 00:22:15,073 OK. 413 00:22:15,073 --> 00:22:18,210 If this works, we can play D4. 414 00:22:18,210 --> 00:22:22,570 SWERY: [SPEAKING JAPANESE] 415 00:22:22,570 --> 00:22:24,300 INTERPRETER: Does anyone want to play D4? 416 00:22:24,300 --> 00:22:24,800 Oh. 417 00:22:24,800 --> 00:22:27,060 Oh, oh yeah. 418 00:22:27,060 --> 00:22:29,720 You all have to raise your hand at the Kinect, 419 00:22:29,720 --> 00:22:31,977 and it'll just register everyone. 420 00:22:31,977 --> 00:22:33,060 SWERY: [SPEAKING JAPANESE] 421 00:22:33,060 --> 00:22:36,902 INTERPRETER: Anyone whose name starts with D? 422 00:22:36,902 --> 00:22:38,270 First name. 423 00:22:38,270 --> 00:22:41,480 Like David, or Diana, or Danielle? 424 00:22:41,480 --> 00:22:42,557 SWERY: Nobody? 425 00:22:42,557 --> 00:22:43,390 INTERPRETER: No one? 426 00:22:43,390 --> 00:22:43,790 Really? 427 00:22:43,790 --> 00:22:44,863 SWERY: [SPEAKING JAPANESE] 428 00:22:44,863 --> 00:22:45,821 INTERPRETER: Last name? 429 00:22:45,821 --> 00:22:46,470 AUDIENCE: Yes. 430 00:22:46,470 --> 00:22:47,178 INTERPRETER: Yay! 431 00:22:49,960 --> 00:22:51,310 SWERY: You can play. 432 00:22:51,310 --> 00:22:53,010 Please. 433 00:22:53,010 --> 00:22:53,930 [SPEAKING JAPANESE] 434 00:22:53,930 --> 00:22:56,385 INTERPRETER: If it works. 435 00:22:56,385 --> 00:22:58,940 Don't move too quickly. 436 00:22:58,940 --> 00:22:59,825 Walk very slow. 437 00:23:03,020 --> 00:23:05,702 Has anyone played D4? 438 00:23:05,702 --> 00:23:06,501 SWERY: No? 439 00:23:06,501 --> 00:23:07,000 Not yet? 440 00:23:08,955 --> 00:23:11,330 INTERPRETER: I was supposed to go to a meeting yesterday, 441 00:23:11,330 --> 00:23:16,304 and instead I sat at my house for six hours on my D4. 442 00:23:16,304 --> 00:23:17,220 It's really addicting. 443 00:23:21,390 --> 00:23:30,880 SWERY: [SPEAKING JAPANESE] 444 00:23:30,880 --> 00:23:34,020 INTERPRETER: So maybe, as you said, 445 00:23:34,020 --> 00:23:35,850 no one here has really played this game. 446 00:23:35,850 --> 00:23:38,250 But once you play it, you'll know that this is not 447 00:23:38,250 --> 00:23:39,644 your typical game. 448 00:23:39,644 --> 00:23:40,810 It's a little bit different. 449 00:23:45,220 --> 00:23:53,389 SWERY: [SPEAKING JAPANESE] 450 00:23:53,389 --> 00:23:55,680 INTERPRETER: But if this doesn't work, it's affordable. 451 00:23:55,680 --> 00:23:56,840 It's only $15. 452 00:23:56,840 --> 00:23:59,570 Yay! 453 00:23:59,570 --> 00:24:01,860 SWERY: [SPEAKING JAPANESE] Thank you for PR! 454 00:24:13,530 --> 00:24:22,360 [SPEAKING JAPANESE] Too dark. 455 00:24:22,360 --> 00:25:02,809 [SPEAKING JAPANESE] 456 00:25:02,809 --> 00:25:04,184 INTERPRETER: Would it be possible 457 00:25:04,184 --> 00:25:06,180 if this doesn't work to just do a Q&A now, 458 00:25:06,180 --> 00:25:08,960 and then maybe set this up in a different room 459 00:25:08,960 --> 00:25:11,590 and have people play it? 460 00:25:11,590 --> 00:25:15,103 PROFESSOR: There's no other room that has HDMI, 461 00:25:15,103 --> 00:25:19,031 especially a room that's big enough for the class. 462 00:25:19,031 --> 00:25:21,977 INTERPRETER: I see. 463 00:25:21,977 --> 00:25:24,270 PROFESSOR: What I could do is-- it wouldn't 464 00:25:24,270 --> 00:25:25,075 work for today, of course, but we 465 00:25:25,075 --> 00:25:26,325 can do games in our game room. 466 00:25:28,530 --> 00:25:32,727 SWERY: [SPEAKING JAPANESE] 467 00:25:32,727 --> 00:25:34,685 PROFESSOR: Ah, it's supposed to look like that? 468 00:25:34,685 --> 00:25:34,811 INTERPRETER: Yeah. 469 00:25:34,811 --> 00:25:35,595 It has to look like that. 470 00:25:35,595 --> 00:25:36,980 PROFESSOR: So it's the white. 471 00:25:36,980 --> 00:25:39,300 There's a whole layer of color that's not being shown. 472 00:25:39,300 --> 00:25:40,170 AV PERSON: Right. 473 00:25:40,170 --> 00:25:41,696 So if it looks fine on that screen, 474 00:25:41,696 --> 00:25:43,695 and then it doesn't look fine on another screen, 475 00:25:43,695 --> 00:25:46,503 then I can't say that it's the connection that's the problem. 476 00:25:46,503 --> 00:25:47,169 PROFESSOR: Yeah. 477 00:25:47,169 --> 00:25:48,475 So it could just be the-- 478 00:25:48,475 --> 00:25:49,850 AV PERSON: It's possible it could 479 00:25:49,850 --> 00:25:50,940 be the HDMI cable as well. 480 00:25:50,940 --> 00:25:52,912 But there is two things that I could suggest. 481 00:25:52,912 --> 00:25:54,884 We could actually [INAUDIBLE]. 482 00:25:58,350 --> 00:26:00,842 INTERPRETER: Just walk really slowly. 483 00:26:00,842 --> 00:26:01,675 [INTERPOSING VOICES] 484 00:26:06,166 --> 00:26:08,162 PROFESSOR: And then after-- [INAUDIBLE]. 485 00:26:11,403 --> 00:26:13,152 AV PERSON: We'll be back in 5, 10 minutes. 486 00:26:13,152 --> 00:26:13,651 PROFESSOR: 5, 10 minutes? 487 00:26:13,651 --> 00:26:14,151 Great. 488 00:26:14,151 --> 00:26:15,148 Cool. 489 00:26:15,148 --> 00:26:18,650 INTERPRETER: [SPEAKING JAPANESE] 490 00:26:18,650 --> 00:26:21,955 SWERY: [SPEAKING JAPANESE] 491 00:26:21,955 --> 00:26:22,621 INTERPRETER: OK. 492 00:26:22,621 --> 00:26:24,556 It was a really fun game. 493 00:26:24,556 --> 00:26:25,056 Yeah! 494 00:26:29,260 --> 00:26:32,050 So we're actually going to try to do this one more time, 495 00:26:32,050 --> 00:26:34,880 but we have about 5 or 10 minutes while they figure out 496 00:26:34,880 --> 00:26:35,810 the technical aspects. 497 00:26:35,810 --> 00:26:37,620 But if anyone has any questions, we 498 00:26:37,620 --> 00:26:39,101 can entertain them right now. 499 00:26:42,949 --> 00:26:47,800 AUDIENCE: So you mentioned adjustments to the software 500 00:26:47,800 --> 00:26:54,386 that you made to the Kinect firmware. 501 00:26:54,386 --> 00:26:58,362 Is that something that-- is it very accessible? 502 00:26:58,362 --> 00:27:01,326 Is it easy to change the software that it comes with? 503 00:27:01,326 --> 00:27:07,122 I would think Microsoft wouldn't want people messing with-- 504 00:27:07,122 --> 00:27:09,060 and they muck it up or something. 505 00:27:09,060 --> 00:27:15,220 INTERPRETER: [SPEAKING JAPANESE] 506 00:27:15,220 --> 00:27:22,900 SWERY: [SPEAKING JAPANESE] 507 00:27:22,900 --> 00:27:25,400 INTERPRETER: So it's actually pretty easy to change, 508 00:27:25,400 --> 00:27:26,650 apparently, the software part. 509 00:27:26,650 --> 00:27:31,510 But in order to think about how it could be better-- like why 510 00:27:31,510 --> 00:27:33,600 it's buggy, or what could be better-- 511 00:27:33,600 --> 00:27:35,963 what could make it smoother, in order to even make D4, 512 00:27:35,963 --> 00:27:37,200 it took three years. 513 00:27:37,200 --> 00:27:39,440 So coming up with all the different things 514 00:27:39,440 --> 00:27:42,510 that could possibly go wrong is more of an issue. 515 00:27:42,510 --> 00:27:43,135 AUDIENCE: Yeah. 516 00:27:43,135 --> 00:27:45,272 You mentioned the problem with the camera. 517 00:27:45,272 --> 00:27:46,820 How did you finally fix it? 518 00:27:46,820 --> 00:27:47,611 INTERPRETER: Which? 519 00:27:47,611 --> 00:27:48,733 Sorry? 520 00:27:48,733 --> 00:27:52,661 AUDIENCE: He mentioned the problem with the camera. 521 00:27:52,661 --> 00:27:55,620 How did he finally fix it? 522 00:27:55,620 --> 00:28:02,300 INTERPRETER: [SPEAKING JAPANESE] 523 00:28:02,300 --> 00:28:23,739 SWERY: [SPEAKING JAPANESE] 524 00:28:23,739 --> 00:28:26,030 INTERPRETER: So basically, it's just a bazillion trials 525 00:28:26,030 --> 00:28:29,190 and errors, asking people-- like any users, hey, 526 00:28:29,190 --> 00:28:31,910 let's play Testament a bazillion times over, and just trying 527 00:28:31,910 --> 00:28:35,400 to somehow come up with the solution. 528 00:28:35,400 --> 00:28:48,560 SWERY: [SPEAKING JAPANESE] 529 00:28:48,560 --> 00:28:51,120 INTERPRETER: So actually, with the Kinect, 530 00:28:51,120 --> 00:28:55,500 it registers everyone's height and weight kind of things. 531 00:28:55,500 --> 00:28:57,545 So if you go to Japan, where everyone 532 00:28:57,545 --> 00:29:01,390 tends to be a little bit vertically smaller, 533 00:29:01,390 --> 00:29:03,590 as opposed to if you go to America, Europe, 534 00:29:03,590 --> 00:29:06,190 and the people tend to be a little bit bigger. 535 00:29:06,190 --> 00:29:09,340 So he has to go to all these different countries 536 00:29:09,340 --> 00:29:11,800 and have play tests done at those specific countries 537 00:29:11,800 --> 00:29:17,308 in order to adjust for physical problems. 538 00:29:17,308 --> 00:29:19,612 AUDIENCE: You mentioned the input device 539 00:29:19,612 --> 00:29:21,070 affecting how you design your game. 540 00:29:21,070 --> 00:29:23,730 What would you do if you had a brain-computer interface? 541 00:29:26,872 --> 00:29:28,580 INTERPRETER: You would laugh, apparently. 542 00:29:32,820 --> 00:29:53,192 SWERY: [SPEAKING JAPANESE] 543 00:29:53,192 --> 00:29:55,650 INTERPRETER: So he actually wants to challenge it sometime. 544 00:29:55,650 --> 00:29:57,627 But even with the motion sensors, 545 00:29:57,627 --> 00:29:59,460 you have so many problems that are going on. 546 00:29:59,460 --> 00:30:03,330 So as a game designer, if you were to use the brain sensor 547 00:30:03,330 --> 00:30:06,260 ones, you'd have to even think of one step even ahead 548 00:30:06,260 --> 00:30:08,310 of the player in order to get it to go. 549 00:30:08,310 --> 00:30:11,430 So it'd probably be very difficult. 550 00:30:11,430 --> 00:30:26,176 SWERY: [SPEAKING JAPANESE] 551 00:30:26,176 --> 00:30:27,550 INTERPRETER: But even in D4, when 552 00:30:27,550 --> 00:30:31,260 we have even like an arrow, people, humans, 553 00:30:31,260 --> 00:30:34,654 we tend to automatically follow the arrow anyways. 554 00:30:34,654 --> 00:30:36,570 So if there's just an arrow and no directions, 555 00:30:36,570 --> 00:30:38,160 you just kind of follow the arrow. 556 00:30:38,160 --> 00:30:39,990 So perhaps there is a way to actually 557 00:30:39,990 --> 00:30:42,152 have it so that we can do the brain sensors, 558 00:30:42,152 --> 00:30:45,496 because of existing motor recognition. 559 00:30:49,390 --> 00:30:51,558 AUDIENCE: You mentioned that you have 560 00:30:51,558 --> 00:30:55,530 this more generalized input devices and specific input 561 00:30:55,530 --> 00:30:56,839 devices. 562 00:30:56,839 --> 00:30:58,005 What's your opinion on that? 563 00:30:58,005 --> 00:31:00,645 Even for the generalized input devices, some of them 564 00:31:00,645 --> 00:31:02,955 are better for some games and not others. 565 00:31:02,955 --> 00:31:06,640 For example, keyboard and mouse works well for strategy, 566 00:31:06,640 --> 00:31:09,192 but you can't really do StarCraft II 567 00:31:09,192 --> 00:31:13,494 with a standard controller. 568 00:31:13,494 --> 00:31:37,950 INTERPRETER: [SPEAKING JAPANESE] 569 00:31:37,950 --> 00:31:53,040 SWERY: [SPEAKING JAPANESE] 570 00:31:53,040 --> 00:31:55,040 INTERPRETER: So his opinion is it doesn't really 571 00:31:55,040 --> 00:32:00,400 change based on having one set-- the design for what 572 00:32:00,400 --> 00:32:01,210 you want to make. 573 00:32:01,210 --> 00:32:03,510 But as a designer, you definitely 574 00:32:03,510 --> 00:32:06,314 should think about which one is going to work better. 575 00:32:06,314 --> 00:32:08,480 As you said, StarCraft would not really work so well 576 00:32:08,480 --> 00:32:10,640 with a handheld controller. 577 00:32:10,640 --> 00:32:12,840 And so that's kind of up to the designer 578 00:32:12,840 --> 00:32:14,690 to decide whichever is better. 579 00:32:14,690 --> 00:32:29,480 SWERY: [SPEAKING JAPANESE] 580 00:32:29,480 --> 00:32:32,120 INTERPRETER: So we're not trying to be like, 581 00:32:32,120 --> 00:32:34,030 "Go play Kinect, everyone!" 582 00:32:34,030 --> 00:32:36,470 But it's more of instead of having 583 00:32:36,470 --> 00:32:38,640 this is one option, by using the Kinect, 584 00:32:38,640 --> 00:32:40,790 how can we make it so that the user actually 585 00:32:40,790 --> 00:32:44,330 feels more like they are playing in the game, 586 00:32:44,330 --> 00:32:45,830 actually, controlling the character, 587 00:32:45,830 --> 00:32:49,640 and having different options that way? 588 00:32:49,640 --> 00:32:52,060 SWERY: [SPEAKING JAPANESE] 589 00:32:52,060 --> 00:32:54,110 INTERPRETER: [SPEAKING JAPANESE] 590 00:32:54,110 --> 00:32:54,610 SWERY: You? 591 00:32:56,254 --> 00:32:58,004 AUDIENCE: So I found it really interesting 592 00:32:58,004 --> 00:32:59,589 how you talked about the differences 593 00:32:59,589 --> 00:33:01,050 between the different kinds of controllers, 594 00:33:01,050 --> 00:33:02,511 and what you just said about having 595 00:33:02,511 --> 00:33:06,080 to think carefully about which controls do you use. 596 00:33:06,080 --> 00:33:08,676 Is there something about the Kinect's motion 597 00:33:08,676 --> 00:33:10,800 detection that you think really contributed 598 00:33:10,800 --> 00:33:13,839 to the feel or the atmosphere of the game? 599 00:33:13,839 --> 00:33:15,880 And then you talked a little bit about immersion, 600 00:33:15,880 --> 00:33:17,595 but something maybe a little more specific 601 00:33:17,595 --> 00:33:19,053 than that-- something that you feel 602 00:33:19,053 --> 00:33:20,780 like, because I used the Kinect, I really 603 00:33:20,780 --> 00:33:22,363 got to do something specifically cool? 604 00:33:25,190 --> 00:33:46,420 INTERPRETER: [SPEAKING JAPANESE] 605 00:33:46,420 --> 00:33:50,170 SWERY: [SPEAKING JAPANESE] 606 00:33:50,170 --> 00:33:56,250 INTERPRETER: [SPEAKING JAPANESE] 607 00:33:56,250 --> 00:34:12,190 SWERY: [SPEAKING JAPANESE] 608 00:34:12,190 --> 00:34:14,935 INTERPRETER: So with the D4 game, 609 00:34:14,935 --> 00:34:16,560 let's say if you wanted to use a mouse, 610 00:34:16,560 --> 00:34:20,270 and you can actually follow the mouse with the arrows, 611 00:34:20,270 --> 00:34:22,866 or use the control of the D-pad and follow around 612 00:34:22,866 --> 00:34:23,690 with the arrows. 613 00:34:23,690 --> 00:34:25,330 But with Kinect, what is really cool 614 00:34:25,330 --> 00:34:27,550 is that you can actually move your hand 615 00:34:27,550 --> 00:34:30,719 and click on something, or do an action based off 616 00:34:30,719 --> 00:34:31,889 of Kinect functions. 617 00:34:31,889 --> 00:34:47,520 SWERY: [SPEAKING JAPANESE] 618 00:34:47,520 --> 00:34:52,050 INTERPRETER: So let's say by using the Kinect, 619 00:34:52,050 --> 00:34:54,489 there is-- it's kind of easier if you 620 00:34:54,489 --> 00:34:58,560 have played this before-- as with everything. 621 00:34:58,560 --> 00:35:00,070 But there are certain things that 622 00:35:00,070 --> 00:35:02,150 happen-- like real-time, different events that 623 00:35:02,150 --> 00:35:05,840 are triggered because of another thing that you have done. 624 00:35:05,840 --> 00:35:08,430 And with Kinect, it's actually smoother. 625 00:35:08,430 --> 00:35:12,750 Like your emotions, if you feel really on edge about something, 626 00:35:12,750 --> 00:35:15,000 it kind of reflects in your body movements, 627 00:35:15,000 --> 00:35:16,740 and then it catches that. 628 00:35:16,740 --> 00:35:20,080 So with the Kinect, there's a little bit more 629 00:35:20,080 --> 00:35:23,210 in your personal-- like you're in the game kind of thing, 630 00:35:23,210 --> 00:35:24,738 as opposed to a controller. 631 00:35:24,738 --> 00:35:45,680 SWERY: [SPEAKING JAPANESE] 632 00:35:45,680 --> 00:35:48,720 INTERPRETER: And then, so if you had a controller in your hand, 633 00:35:48,720 --> 00:35:50,870 or a mouse or a keyboard, the only way 634 00:35:50,870 --> 00:35:52,902 to make something harder-- to raise difficulty-- 635 00:35:52,902 --> 00:35:54,610 is to increase the speed of your tapping, 636 00:35:54,610 --> 00:35:57,387 or something has to-- that kind of thing. 637 00:35:57,387 --> 00:35:58,470 There might be other ways. 638 00:35:58,470 --> 00:36:00,830 But for the most part, we increase the speed. 639 00:36:00,830 --> 00:36:03,250 However, with the Kinect you actually physically 640 00:36:03,250 --> 00:36:07,470 have to emotionally gut yourself into it in order for it 641 00:36:07,470 --> 00:36:09,576 to increase. 642 00:36:09,576 --> 00:36:11,324 SWERY: [SPEAKING JAPANESE] 643 00:36:11,324 --> 00:36:11,990 INTERPRETER: Oh. 644 00:36:15,370 --> 00:36:16,250 SWERY: You? 645 00:36:16,250 --> 00:36:17,726 AUDIENCE: Yeah. 646 00:36:17,726 --> 00:36:19,694 In my experience with these kind of things 647 00:36:19,694 --> 00:36:22,154 where you have no direct control over what 648 00:36:22,154 --> 00:36:26,582 several users may have-- like you talked about the grandma 649 00:36:26,582 --> 00:36:28,550 and speed up. 650 00:36:28,550 --> 00:36:31,256 So, in my experience, the way you do it is you 651 00:36:31,256 --> 00:36:32,978 make sure that that is a variable. 652 00:36:32,978 --> 00:36:34,946 And I'm asking, why is it not possible here? 653 00:36:34,946 --> 00:36:36,914 So, for example, before the game starts, 654 00:36:36,914 --> 00:36:39,989 you ask the grandma to register how fast she 655 00:36:39,989 --> 00:36:41,774 can do this with the camera. 656 00:36:41,774 --> 00:36:42,440 INTERPRETER: Oh. 657 00:36:42,440 --> 00:36:44,750 Like a Windows double-click speed testing? 658 00:36:44,750 --> 00:36:45,750 AUDIENCE: Yeah, exactly. 659 00:36:45,750 --> 00:36:47,750 So you set up all those things as variables. 660 00:36:47,750 --> 00:36:49,750 And when the game starts the grandma can go at her pace, 661 00:36:49,750 --> 00:36:51,125 the young guy can go at his pace. 662 00:36:54,250 --> 00:37:03,247 INTERPRETER: [SPEAKING JAPANESE] 663 00:37:03,247 --> 00:37:04,330 SWERY: [SPEAKING JAPANESE] 664 00:37:04,330 --> 00:37:07,640 INTERPRETER: [SPEAKING JAPANESE] You can in D4. 665 00:37:07,640 --> 00:37:08,813 In D4 you can. 666 00:37:12,130 --> 00:37:18,720 SWERY: [SPEAKING JAPANESE] 667 00:37:18,720 --> 00:37:21,420 INTERPRETER: But they still took an average, pretty much. 668 00:37:21,420 --> 00:37:24,030 So most people would be able to still play it 669 00:37:24,030 --> 00:37:29,160 without having to finagle though all the settings. 670 00:37:29,160 --> 00:37:37,220 SWERY: [SPEAKING JAPANESE] Any other question? 671 00:37:37,220 --> 00:37:43,196 AUDIENCE: What's the cost for an average game that, 672 00:37:43,196 --> 00:37:46,184 say, like cost, like D4? 673 00:37:46,184 --> 00:37:50,168 What's the cost in terms of capital, 674 00:37:50,168 --> 00:37:54,650 number of people you need-- developers, artists, whatever? 675 00:37:54,650 --> 00:37:56,895 INTERPRETER: You want a very large number, basically. 676 00:37:56,895 --> 00:37:59,020 AUDIENCE: How long would it take to develop a game? 677 00:38:00,855 --> 00:38:05,780 INTERPRETER: [SPEAKING JAPANESE] 678 00:38:05,780 --> 00:38:08,210 SWERY: Oh. 679 00:38:08,210 --> 00:38:09,850 INTERPRETER: Many zeroes. 680 00:38:09,850 --> 00:38:22,368 SWERY: [SPEAKING JAPANESE] 681 00:38:22,368 --> 00:38:24,840 INTERPRETER: [SPEAKING JAPANESE] 682 00:38:24,840 --> 00:38:38,522 SWERY: [SPEAKING JAPANESE] 683 00:38:38,522 --> 00:38:39,855 INTERPRETER: [SPEAKING JAPANESE] 684 00:38:39,855 --> 00:38:42,185 SWERY: [SPEAKING JAPANESE] 685 00:38:42,185 --> 00:38:44,060 INTERPRETER: So it's kind of difficult to put 686 00:38:44,060 --> 00:38:46,724 a number to how much it costs. 687 00:38:46,724 --> 00:38:48,890 This is kind of hard for me explain, so bear with me 688 00:38:48,890 --> 00:38:49,660 a moment. 689 00:38:49,660 --> 00:38:52,860 But if you were to say how many people were 690 00:38:52,860 --> 00:38:56,520 to work on this game, and then kind of use that 691 00:38:56,520 --> 00:38:58,420 as a monetary equation, in one month 692 00:38:58,420 --> 00:38:59,920 if you were going to make this game, 693 00:38:59,920 --> 00:39:03,580 you'd probably have about 600 peoples' worth. 694 00:39:03,580 --> 00:39:05,480 Does that make sense? 695 00:39:05,480 --> 00:39:09,310 So if you only had 20 people, and 20 people worked 696 00:39:09,310 --> 00:39:11,400 on one game for one month, it would maybe 697 00:39:11,400 --> 00:39:14,306 take 30 months to finish this game kind of thing. 698 00:39:14,306 --> 00:39:15,180 Does that make sense? 699 00:39:15,180 --> 00:39:23,960 SWERY: [SPEAKING JAPANESE] 700 00:39:23,960 --> 00:39:26,580 INTERPRETER: So D4 is still a smaller-- it's not 701 00:39:26,580 --> 00:39:28,310 a huge, giant, giant game. 702 00:39:28,310 --> 00:39:32,190 So if you go to maybe PlayStation, like a big company 703 00:39:32,190 --> 00:39:35,080 game, it might be 300 people, one month, 704 00:39:35,080 --> 00:39:36,340 for 30 months kind of thing. 705 00:39:36,340 --> 00:39:38,550 So it kind of depends. 706 00:39:38,550 --> 00:39:40,550 And it's a roundabout, not really a good answer. 707 00:39:40,550 --> 00:39:41,050 But-- 708 00:39:43,880 --> 00:39:47,186 SWERY: [SPEAKING JAPANESE] 709 00:39:47,186 --> 00:39:48,122 INTERPRETER: Yes! 710 00:39:48,122 --> 00:39:49,790 It's working! 711 00:39:49,790 --> 00:39:50,950 Finally! 712 00:39:50,950 --> 00:39:52,033 SWERY: [SPEAKING JAPANESE] 713 00:39:52,033 --> 00:39:52,741 INTERPRETER: Yay! 714 00:39:55,420 --> 00:39:59,967 SWERY: [SPEAKING JAPANESE] 715 00:39:59,967 --> 00:40:01,300 INTERPRETER: [SPEAKING JAPANESE] 716 00:40:01,300 --> 00:40:11,910 SWERY: [SPEAKING JAPANESE] 717 00:40:11,910 --> 00:40:13,750 INTERPRETER: [SPEAKING JAPANESE] 718 00:40:13,750 --> 00:40:23,439 SWERY: [SPEAKING JAPANESE] 719 00:40:23,439 --> 00:40:24,230 INTERPRETER: Color. 720 00:40:32,530 --> 00:40:34,094 Can everyone see? 721 00:40:34,094 --> 00:40:36,010 If you can't, you could consolidate, probably. 722 00:40:37,345 --> 00:40:38,680 SWERY: [SPEAKING JAPANESE] 723 00:40:38,680 --> 00:40:39,680 INTERPRETER: Binoculars. 724 00:40:43,030 --> 00:40:48,245 SWERY: [SPEAKING JAPANESE] 725 00:40:48,245 --> 00:40:51,505 INTERPRETER: So you have to move your hand, and pick and grab. 726 00:40:51,505 --> 00:40:52,060 Yeah. 727 00:40:52,060 --> 00:40:53,010 SWERY: [SPEAKING JAPANESE] 728 00:40:53,010 --> 00:40:53,440 INTERPRETER: Yes. 729 00:40:53,440 --> 00:40:54,375 The action is good. 730 00:40:59,350 --> 00:41:01,470 SWERY: [SPEAKING JAPANESE] 731 00:41:01,470 --> 00:41:03,710 INTERPRETER: [SPEAKING JAPANESE] 732 00:41:03,710 --> 00:41:08,380 SWERY: [SPEAKING JAPANESE] 733 00:41:08,380 --> 00:41:12,550 INTERPRETER: There might be some graphic morals, 734 00:41:12,550 --> 00:41:13,660 or graphic language. 735 00:41:13,660 --> 00:41:16,770 I hope we're all OK. 736 00:41:16,770 --> 00:41:23,799 SWERY: [SPEAKING JAPANESE] 737 00:41:23,799 --> 00:41:27,292 VIDEO GAME CHARACTER: Get out here now! 738 00:41:27,292 --> 00:41:33,280 [PUNCH] 739 00:41:33,280 --> 00:41:36,854 [PUNCHES AND GRUNTS] 740 00:41:36,854 --> 00:41:38,270 VIDEO GAME CHARACTER: [INAUDIBLE]. 741 00:41:42,062 --> 00:41:43,759 Set your ass on your head! 742 00:41:43,759 --> 00:41:48,250 No more messing with me, Papi! 743 00:41:48,250 --> 00:41:50,246 [GRUNTS] 744 00:41:50,246 --> 00:41:52,741 INTERPRETER: [SPEAKING JAPANESE] 745 00:41:52,741 --> 00:41:56,234 SWERY: [SPEAKING JAPANESE] 746 00:41:56,234 --> 00:41:57,731 VIDEO GAME CHARACTER: Bad. 747 00:41:57,731 --> 00:41:59,228 Real bad! 748 00:41:59,228 --> 00:42:01,224 [INAUDIBLE] I said. 749 00:42:01,224 --> 00:42:04,218 You're never, ever, ever gonna [INAUDIBLE]. 750 00:42:13,073 --> 00:42:14,697 INTERPRETER: That's the main character. 751 00:42:14,697 --> 00:42:15,695 VIDEO GAME CHARACTER: There you are. 752 00:42:15,695 --> 00:42:16,195 [INAUDIBLE] 753 00:42:24,178 --> 00:42:25,176 Hey, Papi! 754 00:42:25,176 --> 00:42:27,172 Ha-ha-ha-ha! 755 00:42:27,172 --> 00:42:28,170 So how about-- 756 00:42:28,170 --> 00:42:29,168 SWERY: Action. 757 00:42:29,168 --> 00:42:29,334 INTERPRETER: Oh. 758 00:42:29,334 --> 00:42:30,166 And this is the action. 759 00:42:30,166 --> 00:42:31,749 You have to move your right hand down. 760 00:42:31,749 --> 00:42:32,661 There. 761 00:42:32,661 --> 00:42:46,633 [SOUNDS OF FIGHT] 762 00:42:46,633 --> 00:42:49,627 [LAUGHTER] 763 00:43:49,507 --> 00:43:50,210 Yeah. 764 00:43:50,210 --> 00:43:51,750 Things just got serious! 765 00:43:55,208 --> 00:43:57,184 [LAUGHTER] 766 00:43:57,184 --> 00:43:59,654 [INAUDIBLE], I'm walking this one down to the park. 767 00:44:08,546 --> 00:44:11,510 [LAUGHTER] 768 00:44:11,510 --> 00:44:14,474 [APPLAUSE] 769 00:44:26,330 --> 00:44:34,000 SWERY: [SPEAKING JAPANESE] 770 00:44:34,000 --> 00:44:35,600 INTERPRETER: So it wasn't used here, 771 00:44:35,600 --> 00:44:38,100 but there's actually moments where you scream into the mic-- 772 00:44:38,100 --> 00:44:40,440 the sensor in the microphone-- to catch it. 773 00:44:40,440 --> 00:44:40,940 Yeah. 774 00:44:40,940 --> 00:44:43,481 You'll have a little command on the side that says, "Scream." 775 00:44:43,481 --> 00:44:44,380 And you're like "Ah!" 776 00:44:44,380 --> 00:44:45,300 And it goes whoop. 777 00:44:45,300 --> 00:44:47,600 Like, OK! 778 00:44:47,600 --> 00:44:50,567 SWERY: [SPEAKING JAPANESE] 779 00:44:50,567 --> 00:44:52,650 INTERPRETER: So we're kind of running low on time. 780 00:44:52,650 --> 00:44:55,016 So he's going to do the adventure one. 781 00:45:04,550 --> 00:45:05,980 SWERY: [SPEAKING JAPANESE] 782 00:45:05,980 --> 00:45:07,480 INTERPRETER: Thank you for laughing. 783 00:45:25,280 --> 00:45:27,895 SWERY: [SPEAKING JAPANESE] 784 00:45:27,895 --> 00:45:29,520 INTERPRETER: The loading time, however, 785 00:45:29,520 --> 00:45:31,065 is something we cannot overcome. 786 00:45:34,880 --> 00:45:39,579 SWERY: [SPEAKING JAPANESE] 787 00:45:39,579 --> 00:45:41,370 INTERPRETER: So this adventure scene, we're 788 00:45:41,370 --> 00:45:45,394 just going to show you how to investigate the rooms 789 00:45:45,394 --> 00:45:45,894 themselves. 790 00:45:58,070 --> 00:46:05,047 SWERY: [SPEAKING JAPANESE] 791 00:46:05,047 --> 00:46:06,380 INTERPRETER: [SPEAKING JAPANESE] 792 00:46:06,380 --> 00:46:22,252 SWERY: [SPEAKING JAPANESE] 793 00:46:22,252 --> 00:46:26,220 [MUSIC PLAYING] 794 00:47:05,000 --> 00:47:11,220 SWERY: [SPEAKING JAPANESE] 795 00:47:11,220 --> 00:47:13,960 INTERPRETER: So he has a special ability to go back in time. 796 00:47:13,960 --> 00:47:17,036 And just now, when he fell, he just came back from back 797 00:47:17,036 --> 00:47:17,820 in time. 798 00:47:17,820 --> 00:47:21,330 SWERY: [SPEAKING JAPANESE] 799 00:47:21,330 --> 00:47:22,830 INTERPRETER: So by using Kinect, you 800 00:47:22,830 --> 00:47:25,970 can interact with the characters by using these hand signals. 801 00:47:25,970 --> 00:47:32,100 SWERY: [SPEAKING JAPANESE] 802 00:47:32,100 --> 00:47:35,297 INTERPRETER: And then there's an exclamation point. 803 00:47:35,297 --> 00:47:36,880 If you hover your hand over it, you'll 804 00:47:36,880 --> 00:47:38,630 be able to see important information. 805 00:47:47,830 --> 00:47:51,990 SWERY: [SPEAKING JAPANESE] 806 00:47:51,990 --> 00:47:53,240 INTERPRETER: He's a detective. 807 00:47:53,240 --> 00:47:56,310 Basically, his wife was killed two years ago, 808 00:47:56,310 --> 00:48:01,630 and he's looking for the true murderer of the case. 809 00:48:01,630 --> 00:48:04,116 VIDEO GAME CHARACTER: My name is David Young. 810 00:48:04,116 --> 00:48:06,121 Former narc with the Boston PD. 811 00:48:06,121 --> 00:48:07,912 INTERPRETER: It takes place in Boston, too! 812 00:48:11,848 --> 00:48:15,784 VIDEO GAME CHARACTER: My likes include 100% agave tequila. 813 00:48:15,784 --> 00:48:19,720 My dislikes are mainly drugs and chewing gum. 814 00:48:25,132 --> 00:48:30,544 Two years ago someone killed my wife. 815 00:48:30,544 --> 00:48:32,840 Since then I've been using every second of my life 816 00:48:32,840 --> 00:48:35,970 to solve the case. 817 00:48:35,970 --> 00:48:38,748 SWERY: My name! 818 00:48:38,748 --> 00:48:39,748 INTERPRETER: That's him! 819 00:48:44,740 --> 00:48:50,985 SWERY: [SPEAKING JAPANESE] 820 00:48:50,985 --> 00:48:52,860 INTERPRETER: Just by moving your hand around, 821 00:48:52,860 --> 00:48:57,580 you can pick which one you actually want to interact with. 822 00:48:57,580 --> 00:49:00,250 SWERY: [SPEAKING JAPANESE] 823 00:49:00,250 --> 00:49:03,280 INTERPRETER: And then, if you clasp your hand together, 824 00:49:03,280 --> 00:49:04,450 it's enter. 825 00:49:04,450 --> 00:49:07,340 SWERY: [SPEAKING JAPANESE] 826 00:49:07,340 --> 00:49:09,861 INTERPRETER: And if you follow the movement of the arrow, 827 00:49:09,861 --> 00:49:14,100 it moves the character's hand. 828 00:49:14,100 --> 00:49:17,410 VIDEO GAME CHARACTER: It's been broken since that day. 829 00:49:17,410 --> 00:49:18,645 SWERY: [SPEAKING JAPANESE] 830 00:49:18,645 --> 00:49:20,145 INTERPRETER: You can use both hands. 831 00:49:23,420 --> 00:49:25,230 SWERY: [SPEAKING JAPANESE] 832 00:49:25,230 --> 00:49:27,480 INTERPRETER: If you wanted to change the camera angle, 833 00:49:27,480 --> 00:49:30,920 you put your hand all the way to the side and swipe across. 834 00:49:30,920 --> 00:49:34,292 SWERY: [SPEAKING JAPANESE] 835 00:49:34,292 --> 00:49:36,700 INTERPRETER: And then if you tried to swipe it twice, 836 00:49:36,700 --> 00:49:38,840 it'd be back-forth-back-forth-back-forth 837 00:49:38,840 --> 00:49:42,012 instead of having this basically holding it and sliding over. 838 00:49:45,350 --> 00:49:50,369 SWERY: [SPEAKING JAPANESE] 839 00:49:50,369 --> 00:49:52,160 INTERPRETER: Of course, you're not actually 840 00:49:52,160 --> 00:49:53,390 shutting something physical. 841 00:49:53,390 --> 00:49:54,890 But by using the arrows, you kind of 842 00:49:54,890 --> 00:49:57,785 have the feeling that you are shutting the toilet seat down. 843 00:49:57,785 --> 00:50:00,755 VIDEO GAME CHARACTER: In a slightly different form. 844 00:50:00,755 --> 00:50:03,230 Like all these forgotten treasures, mementos. 845 00:50:07,190 --> 00:50:11,964 SWERY: [SPEAKING JAPANESE] 846 00:50:11,964 --> 00:50:12,630 INTERPRETER: OK. 847 00:50:12,630 --> 00:50:16,350 Put your hands up, it closes the screen. 848 00:50:16,350 --> 00:50:19,647 SWERY: [SPEAKING JAPANESE] 849 00:50:19,647 --> 00:50:21,730 INTERPRETER: We're going to skip this serious part 850 00:50:21,730 --> 00:50:23,221 and just go into action. 851 00:50:26,139 --> 00:50:28,222 VIDEO GAME CHARACTER: No results this time either. 852 00:50:28,222 --> 00:50:30,677 This case is in the clear. 853 00:50:35,600 --> 00:50:37,530 SWERY: [SPEAKING JAPANESE] 854 00:50:46,674 --> 00:50:48,840 INTERPRETER: So there's a lot of things in the rooms 855 00:50:48,840 --> 00:50:49,964 that you can interact with. 856 00:50:49,964 --> 00:50:52,260 And if you're not sure which one you should do, 857 00:50:52,260 --> 00:50:54,600 if you put your hand like this, it 858 00:50:54,600 --> 00:50:56,786 activates a thing called Vision, which is actually 859 00:50:56,786 --> 00:50:57,660 voice-commanded also. 860 00:50:57,660 --> 00:51:00,144 You can say "Vision on," and it will turn on. 861 00:51:00,144 --> 00:51:02,060 And it shows you the different options of what 862 00:51:02,060 --> 00:51:04,850 you could pick up or touch. 863 00:51:04,850 --> 00:51:16,497 SWERY: [SPEAKING JAPANESE] 864 00:51:16,497 --> 00:51:18,330 INTERPRETER: So usually with the controller, 865 00:51:18,330 --> 00:51:20,860 you use like Y button or something to enter something. 866 00:51:20,860 --> 00:51:23,380 But with the Kinect, by using an actual hand gesture 867 00:51:23,380 --> 00:51:27,259 you can connect with that even better, the characters. 868 00:51:27,259 --> 00:51:29,092 VIDEO GAME CHARACTER: There's only one thing 869 00:51:29,092 --> 00:51:30,972 I need at the moment. 870 00:51:30,972 --> 00:51:31,472 Tequila. 871 00:51:31,472 --> 00:51:32,910 Straight up. 872 00:51:32,910 --> 00:51:34,450 SWERY: Me too. 873 00:51:34,450 --> 00:51:35,366 INTERPRETER: Him, too. 874 00:51:50,950 --> 00:51:59,194 SWERY: [SPEAKING JAPANESE] 875 00:51:59,194 --> 00:52:01,610 INTERPRETER: If you had to do a gesture every few seconds, 876 00:52:01,610 --> 00:52:02,950 it might get kind of annoying. 877 00:52:02,950 --> 00:52:04,540 But as you see, it's like spaced out. 878 00:52:04,540 --> 00:52:06,415 It's only occasionally you do these gestures. 879 00:52:10,910 --> 00:52:12,492 SWERY: [SPEAKING JAPANESE] 880 00:52:12,492 --> 00:52:13,950 INTERPRETER: This is his dead wife. 881 00:52:18,357 --> 00:52:20,398 WIFE IN VIDEO GAME: Maybe I'll just try a little. 882 00:52:23,870 --> 00:52:26,350 Oh! 883 00:52:26,350 --> 00:52:38,750 [LAUGHING] 884 00:52:38,750 --> 00:52:43,670 SWERY: [SPEAKING JAPANESE] 885 00:52:43,670 --> 00:52:44,420 INTERPRETER: Yeah. 886 00:52:44,420 --> 00:52:45,878 Everything he does is very violent. 887 00:52:52,725 --> 00:52:55,575 VIDEO GAME CHARACTER: I have no memories of that day. 888 00:52:55,575 --> 00:53:01,459 When I came to, I was already lying in the ICU. 889 00:53:01,459 --> 00:53:05,355 The only thing I do remember are the words that little Peggy 890 00:53:05,355 --> 00:53:08,764 whispered as she died. 891 00:53:08,764 --> 00:53:15,914 "Look for 'D.'" Who is "D"? 892 00:53:15,914 --> 00:53:17,330 INTERPRETER: Which we tried to do. 893 00:53:17,330 --> 00:53:19,795 But no one's name started with "D." 894 00:53:19,795 --> 00:53:20,295 So sad! 895 00:53:33,498 --> 00:53:34,965 VIDEO GAME CHARACTER: At the time, 896 00:53:34,965 --> 00:53:36,921 there's no compelling evidence. 897 00:53:36,921 --> 00:53:39,880 [INAUDIBLE] 898 00:53:39,880 --> 00:53:41,558 SWERY: [SPEAKING JAPANESE] 899 00:53:41,558 --> 00:53:44,990 INTERPRETER: Such a depressing story. 900 00:53:44,990 --> 00:53:47,156 VIDEO GAME CHARACTER: Under the right circumstances, 901 00:53:47,156 --> 00:53:50,285 I now have the capability to solve even a dead-end case. 902 00:53:50,285 --> 00:53:52,076 INTERPRETER: He even has an accent, though. 903 00:54:00,250 --> 00:54:01,916 VIDEO GAME CHARACTER: I'll do everything 904 00:54:01,916 --> 00:54:04,868 in my power to find this "D." 905 00:54:04,868 --> 00:54:06,344 I swear I will. 906 00:54:06,344 --> 00:54:09,296 And when I do, oh, Peggy. 907 00:54:12,660 --> 00:54:13,160 Amanda? 908 00:54:18,876 --> 00:54:26,292 SWERY: [SPEAKING JAPANESE] 909 00:54:26,292 --> 00:54:28,500 INTERPRETER: So we're going to investigate this door. 910 00:54:32,760 --> 00:54:33,330 Huh! 911 00:54:33,330 --> 00:54:38,160 [MEOW] 912 00:54:38,160 --> 00:54:46,217 [MEOWING] 913 00:54:46,217 --> 00:54:47,300 SWERY: [SPEAKING JAPANESE] 914 00:54:47,300 --> 00:54:49,258 INTERPRETER: And then he's going to [INAUDIBLE] 915 00:55:00,503 --> 00:55:04,175 VIDEO GAME CHARACTER: You can't escape now. 916 00:55:04,175 --> 00:55:06,600 [MEOW] 917 00:55:06,600 --> 00:55:13,390 [MEOWING] 918 00:55:13,390 --> 00:55:14,976 This is Amanda. 919 00:55:14,976 --> 00:55:16,100 She just suddenly started-- 920 00:55:16,100 --> 00:55:17,080 INTERPRETER: And you can move your body 921 00:55:17,080 --> 00:55:18,806 and change the camera angle. 922 00:55:18,806 --> 00:55:21,389 VIDEO GAME CHARACTER: Sometimes goes out and gets food for us. 923 00:55:21,389 --> 00:55:23,243 And that's something of a lifeline for me, 924 00:55:23,243 --> 00:55:25,215 because I don't really go outside. 925 00:55:25,215 --> 00:55:30,967 Just who she is, though-- well, my memory holds no answers. 926 00:55:30,967 --> 00:55:32,050 SWERY: [SPEAKING JAPANESE] 927 00:55:32,050 --> 00:55:33,970 INTERPRETER: That's the end. 928 00:55:33,970 --> 00:55:34,930 SWERY: Thank you. 929 00:55:34,930 --> 00:55:41,519 [APPLAUSE] 930 00:55:41,519 --> 00:55:43,810 INTERPRETER: Again, the game does take place in Boston, 931 00:55:43,810 --> 00:55:46,260 so it's kind of adorable. 932 00:55:46,260 --> 00:55:48,910 BPD comes out. 933 00:55:48,910 --> 00:55:58,925 SWERY: [SPEAKING JAPANESE] 934 00:55:58,925 --> 00:56:00,907 INTERPRETER: So if you can get a chance 935 00:56:00,907 --> 00:56:02,490 to maybe play around with it sometime, 936 00:56:02,490 --> 00:56:03,120 it would be wonderful. 937 00:56:03,120 --> 00:56:04,703 If you can experiment around with what 938 00:56:04,703 --> 00:56:07,090 we talked about today, and see how the interaction 939 00:56:07,090 --> 00:56:08,430 will change your game-play. 940 00:56:08,430 --> 00:56:09,765 Thank you very much. 941 00:56:09,765 --> 00:56:11,745 [APPLAUSE] 942 00:56:11,745 --> 00:56:16,955 [CROWD NOISE]