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I can see indie game developers using Kinect to do realistic motion-capture in games.

I recall seeing this issue pop up in the 'making-of' DVD for Alan Wake by Remedy. When they made their first big game, Max Payne 1, they did the storytelling in the form of a comic due partially to budget constraints. Using a hacked Kinect and cheap PC hardware, game developers could capture a huge range of motions and use video editing software to overlay the required graphics onto the captured motions.



The problem there, I worry, is once someone starts selling an indie game with third party support MS will go after them legally.

They don't have much standing with the hackers atm, but a commercial indie game is another matter.

Which is concerning :(


The point of the parent post was using these things in creating games, not as a game interface. That is, to make animation more realistic. Then again, given commercial motion capture systems are in the 5-10k range for pretty good stuff, I don't suppose that's a major concern for a game studio.


Bah, my comment was something I had in the back of my mind... so I looked at the parent and misread it as being on the same topic, sorry :)




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