I don't really get the bickering over which of thse is better, they seem to have some fairly stark differences here:
Natal:
- Great for user interface/interaction with the system itself, and media playback.
- Very limited for gaming, no buttons to control anything will totally limit the type of games you can play with it.
- Probably easier to sell as it only requires one periph', and has a cool factor totally unmatched by Sony's offering.
PSMC:
- Much much better for actual gaming
- Far more accuracy/precision and can have actual butttons to control games. Far more potential here from a gaming standpoint
- Will suffer from a major 'been there done that' perception, as it appears very similar to what the Wii is doing. Not much differentiaion here to the casual.
- Faces an uphill battle because of costs (relative to wii), and the fact you need two peripherals for it to work.
- May benefit from it's similarity to the Wii, can port over Wii games.
So, to me:
User interface/cool-factor/probablity of success: Winner Natal
Precision/Control/in-game usage: Winner PSMC
I don't really think PSMC has a great chance to succeed because it's too similar to what is already offered, and it doesn't really do anything that is going to excite people en masse. I think it's an awesome control scheme (both the Archery, and Painting demo's were way better than the MS or Nintendo equivalents), but I don't think it'll take off.
Natal, I think will be succesful, just because of the futuristic interface, and ability to interact with your console as though it's the year 2030 instead of 2010. For that alone, adoption is going to spread pretty quickly. Friends are going to come over, see it in action, and WANT IT!
Pretty nicely put, still I think that Natal can be successful in quiet some games but it's clear that fast pace games as FPS/TPS platformer/adventure are out of his range without bringing extra accessories.
The key point could be trading higher immersion and the cost of slower paced gameplay I can see a bunch of possibilities if your accept the trade offs.
Here some ideas for a slow pace game (it could be a oblivion type of fps).
The aiming reticule could moved by tracking your head movement.
Then the rest of the action could be achieved by some pre define movements of both hands and arms .
here some hand positions that could be used/tracked (think of a jutsu system as per Naruto...
):
closed hand (tied fist not sure about how you would describe in english)
closed hand + the thumb sticking out (two possibilites per hand if needed)
closed hand + the forefinger sticking out
closed hand + the forefinger sticking out + the thumb sticking out
open hand (finger all stuck together)
open hand + thumb sticking out (two possibilites per hand if needed)
Open hand all finger spread out
Then depending on the action allocated to each stance you could mix in forearm movements.
In pratice it could be (random example):
Aiming: head movements
Movements: left hand
Don't move/neutral: closed fist
Go backward: closed fist+the thumb sticking out
Forward: closed hand + the forefinger sticking out + the thumb sticking out
Run: closed hand + the forefinger sticking out
Action/camera: right hand
Camera movements: open hand + thumb sticking out + forearm movement
Selection/action: closed hand + the forefinger sticking out + the thumb sticking out + clicking motion
Switch between mode (think combat vs exploration vs spell casting): Open hand all finger spread out.
Once in combat/spell casting mode you can go for motion mapping to trigger specific spell/attack
I could see my self playing a game like this if the pace is slow down. It put pressure on the character own IA, the character must be able to deal some low level action by it self (think kind of assasin creed) to let you focus on higher level problem.