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MensagemAssunto: Understanding The Wii Vitality Sensor   Understanding The Wii Vitality Sensor Icon_minitimeSeg Jun 08, 2009 10:23 pm

Editor's Note: Thought the Wii Vitality Sensor was
lame? Nicholas has some really interesting ideas for how it could work,
from casual to hardcore. Give the full story a read. -Shoe


Understanding The Wii Vitality Sensor Wii-vitality-sensor
At E3 2009, Nintendo President Satoru Iwata surprised everyone with a new peripheral for the Wii, known as the Wii Vitality Sensor.
The Wii Vitality Sensor is supposed to detect how relaxed you are while
playing games. The audience, mostly gaming journalists with core gamer
audiences, were left scratching their heads at the revelation.
Truthfully, it's very difficult to try to understand how the Wii
Vitality Sensor has any application to the realm of videogames at all.
However, the reality is that the Wii Vitality Sensor is most likely
another important step in Nintendo's Blue Ocean strategy: getting as
many people to play and enjoy video games as possible.
Take a
step back for a moment and analyze Nintendo's strategies in the market.
First, with hardware, they broke down complicated control schemes by
utilizing simple, familiar technology. Second, they broke down menus
and firmware into their simplest terms so that users would feel
comfortable using the hardware. Third, they selected different types of
software to bring non-gamers into the market. Nintendo's Blue Ocean
strategy thus far has been all about breaking down barriers, making the
path of entry into the realm of gaming for non-gamers as painless as
possible.
However, the barriers must be broken down even further for some.
Browse through Kotaku and look for a story about a patent for
Nintendo's "Kind Code" -- a type of gameplay mechanism that basically
functions as an in-game hint system to aid gamers when they feel lost
or are feeling like they're having difficulty playing. Take into
consideration a gameplay mechanic that we've heard developers speak
about for years: curving difficulty. Certain games adjust in difficulty
based on the game's perception of the player's skill. In games where
curving difficulty works, it makes games more accessible. In games
where it doesn't work or doesn't work as well as it should, curving
difficulty is frustrating.
Wouldn't it be great for a game to adjust in difficulty based on the player's level of frustration?
Enter the Wii Vitality Sensor, potentially the biggest breakthrough
in player/game interaction in years. If the Wii Vitality Sensor can
detect how frustrated you are, it could transmit that data to the game
in your Wii console in real-time. So, hypothetically speaking, that
data could be used to curve the game's difficulty automatically or
bring up "Kind Code" to aid the player through a frustrating section of
the game.
Imagine being in a game where you're fighting a difficult boss.
You're wearing a Wii Vitality Sensor. Your frustration level goes up.
The Wii Vitality Sensor transmits this information to the game.
Suddenly, the boss becomes a little less difficult. Maybe health or
various other power-ups start emerging more in battle. Maybe a portion
of that boss' health suddenly disintegrates. Maybe his tactics become
less aggressive and your opportunities to strike him increase. Or maybe
it's something simpler: maybe Kind Code pops up and the game starts
pointing out to you tactics to defeat the boss. Maybe the Kind Code
shows you a spell you should be casting or a weapon you should be
using. Maybe if a few hints don't help, the Kind Code becomes more
aggressive, pointing out every single opportunity and tactic to help
you beat him.
You eventually slay the boss. You are relaxed and you feel accomplished. Welcome to the purpose of the Wii Vitality Sensor.
However, in theory, the Wii Vitality Sensor could go beyond merely detecting frustration. Imagine a game like Rez
being fitted for the Wii Vitality Sensor. Your pulse dictates the flow
of the game, increasing or decreasing the number of enemies and their
difficulty. Now, a game like this could be used in the sense that I
mentioned above, which is increased frustration equals decreased
challenge. However, it could also function as a type of reverse gaming
psychology. Maybe increased frustration increases the difficulty,
forcing the player to adhere to the Wii Vitality Sensor's ultimate
underlying purpose -- relaxation while playing videogames -- in order
to continue making progress in the game.
Let's continue on the topic of relaxation. Take a game like Endless
Ocean, which is supposed to be very relaxing. Add Wii Vitality Sensor
support to that title. Imagine you're the main character, swimming deep
into the ocean, admiring wildlife. But you can't enjoy it. You're
frustrated -- maybe you've had a bad day, maybe you were playing
another game and it frustrated you -- but for whatever reason, you
can't enjoy it. Through Wii Vitality Sensor data detection from
previous playthroughs, the game knows there's certain wildlife you like
seeing more than others. The game brings up those fish and mellows out
the soundtrack so that you can enjoy the game more, hoping to make you
relax.
The Wii Vitality Sensor could also be applied to fitness, which is a
software priority not only for Nintendo, but their third-party partners
at EA and Ubisoft as well. Imagine standing on the Wii Fit Balance
Board, wearing the Wii Vitality Sensor. You're doing your daily Wii Fit
workout. The game adjusts the workout based on the readouts it's
getting from the Wii Vitality Sensor. If you're doing better, maybe you
get an increased challenge in your workout. If you're not doing as well
and getting frustrated, maybe you get an easier workout or a change in
routine to help you.
Or, imagine that you're playing a Dance Dance Revolution-type
game, still on the Balance Board with the Wii Vitality Sensor. If
you're having difficulty keeping pace with the game, it could slow down
the pace of your "steps" or decrease the number of "steps" you have to
make in order to continue (or vice versa).
Now, let's look at a more core gamer-friendly application for the Wii Vitality Sensor. Imagine you're playing Resident Evil or Silent Hill,
where the game not only gets more or less difficult, but more or less
frightening based on your data from the sensor's readings. If you're
really scared or too scared, maybe the game tones down the scare level
a bit. If you're not scared at all, maybe Silent Hill starts taking
pages from The Exorcist in order to frighten you more and add to the
game's mood.
The Wii Vitality Sensor has plenty of potential for gaming
applications, albeit much of it hidden at first glance. If developers
can capitalize on said potential, we could be looking at a new level of
immersion in video games. Games might not just replicate 1:1 movement
thanks to motion controllers, but react in real time to your mood and
frustration level. Certain genres of games, like fitness, music and
survival-horror titles could gain entirely new dimensions because of
it. However, just like with any peripheral, the real measure of its
success will be how developers utilize it. If developers never try to
maximize the Wii Vitality Sensor's full potential, the peripheral could
be looking at nothing but negative feedback.

em:
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MensagemAssunto: Re: Understanding The Wii Vitality Sensor   Understanding The Wii Vitality Sensor Icon_minitimeSeg Jun 08, 2009 10:23 pm

Citação :
Before writting this comment I made sure to re-watch the Wii vitality
sensor announcement from the Nintendo conference. In the conference
there's no mention of the sensor's specific capabilities other than
pulse monitoring, the rest of the announcement was meere speculation.
Pulse is closely linked to a wide arrange of human emotions and
sensations, however, I can't see how a pulse only sensor (As the
Vitality sensor clearly seems to be. It actually looks like it was tore
off from a treadmill)could infere a person's physical and psychological
condition. How can a sensor tell if we're frustrated on pulse alone?
How can a pulse sensor make out the difference between an accelerated
heart rate caused by physical stress, fear or pure excitement? The
polygraph game and the Wii Fit applications are quite possible to pull
off on pulse alone, but a feedback system for a difficulty curving
algorithm that works by knowing if you're bored, frustrated or stressed
out? It seem's unlikely to me. But if there's more to the vitality
sensor than what as for now meets the eye and maybe it's actually
capable of sensing such complex things, then I'm all for all the
interesting experimentation.
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