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Playing to the camera

Thursday, November 06, 2008

Sony Computer Entertainment's former head of worldwide development, Phil Harrison, expressed frustration in one of his last public appearances before leaving the company that Sony's Japanese executives were too slow at accepting the idea of social gaming, only to see Nintendo take the baton and run with it. This was despite the fact that Sony has sold over seven million EyeToy games, as well as six million copies of Buzz and 12 million of SingStar, proving the strong appetite for radical control schemes and uncomplicated, inclusive family fun.

Like the Wii, the EyeToy digital camera games let users physically interact with the on-screen action, were a social experience primarily designed for short bursts of fun with all the family, and no joypad skills were required.

Mike Haigh, Director of Sony's London Studio which developed EyeToy and SingStar, says Wii's rampant success does "hurt", but he believes PlayStation consoles cater to an even wider audience than Wii, pleasing both the hardcore and the new "casual" audience. "Yeah, it hurts to see something that we've developed in EyeToy sort of being taken to the next level with Wii," he says, "but we are constrained somewhat in that we are not just an 'alternative control' company, we're looking at everything."

"I think the difference between Sony and Nintendo is that Nintendo has hung their whole thing on that alternative controller. I think they had to. Wii is a single concept, whereas PlayStation is so multi-faceted, it has so many aspects."

But Mr Haigh is not arrogant about EyeToy's success, admitting that its popularity was "a complete shock to us" and "more luck than judgment". He believes the key to its broad appeal is its simplicity, and that its timing was perfect. "There was a vacuum there. There were about a 100 million PS2s (sold around the world) so there was really broad potential. And because of the (console's built-in) DVD drive it was in the living room, whereas the Xbox predominately sat in the boy's bedroom. I think that was key for both EyeToy and SingStar, that it was in the living room."

Colleague Ron Festejo, a veteran producer at Sony who was also instrumental in EyeToy's development, says EyeToy helped "break barriers for people that have a problem learning what the controls are for video games. A lot of people get really put off playing games because there are far too many buttons to worry about."

Like Nintendo with Wii, Festejo said widening the audience for video games was definitely one of Sony’s aims. He says in the past, if a family member suggested playing video games after dinner, adults would generally decline.  "But if someone was to say, ‘Let’s play cards’ or ‘Let’s play Trivial Pursuit or Monopoly’, then you would generally find that the whole family would play together. That’s what I hoped EyeToy would do, bring people together."

The latest EyeToy games released for PS2 later this month will no doubt be met with derision by hardcore gamers, but should provide youngsters with some giggles. EyeToy: Heroes  comes with a foam sword for hacking and slashing your way through dungeons, while young ladies will be offered EyeToy: Pom Pom Party, a cheerleading game complete with colourful pom-poms. The peripherals are not only fun novelties that kids will enjoy waving around, but they help improve the EyeToy's motion detection. Accuracy is a problem in many EyeToy games, especially in low-light conditions. 

During a recent visit to the home of EyeToy, Sony's London Studio, Gamesmaster was given technical demonstrations of some future uses for the PlayStation Eye camera for PS3 that were far more exciting than what we have seen from the technology so far.

A simple yet instantly fun game where you can swing an object attached by magic string to your face simply by moving your head around was an impressive demonstration of radically improved facial recognition. Even in poor light and with the user moving very swiftly around the room, the PS3 kept track of the player's every movement, and the momentum of the swinging object was realistic and convincing.

Another demonstration saw the PS3 impressively keeping track of a simple playing card with a geometric design on it, regardless of how quickly it was waved around. It was similar to the previous demonstration, except that on-screen, the card was represented by polygons, so naturally could represent anything, such as a magic wand, baseball bat, sword or animal.

There were also fun and novel demonstrations of using the camera on a tripod, mounted with the camera pointing down on a desk as in PS3 trading card game Eye of Judgment. One game let players draw a landscape and a ship, which were photographed in a snap then instantly provided the backdrop to play a fully personalised "Lunar Lander" game.

Another demo let players draw vehicles (or simply photograph everyday items like a toy car or animal) and a maze for a two-player, fully personalised version of the Atari 2600 classic Combat. Some of the games will be used in a virtual pet simulator to be released on PS3 next year that will let users interact with their critter via the EyeToy camera.


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Game Paradise

Video games are captivating more and more Australians every day. Award-winning veteran games journalist Jason Hill has chronicled the video game industry’s rise to mainstream entertainment force for over 15 years. Join Jason in exploring the latest news, issues and trends in interactive entertainment.