Originally Posted by TedSeattle
And if each wand costs about the same as a DualShock 3, which seems likely, you're talking about spending $200 so you can play with a friend. I'm not all that interested in Microsoft's Natal, but it can support multiple players with a single device, which some have predicted will cost as little as $50. That's a big difference if you're trying to attract casual users.
Well, casuals will also ignore Natal's frequently mentioned, significant lag and its lack of 1:1 controls (which you conveniently left of your talking point list), but what can you do?
Back on topic, here's the latest interview
with a Sony exec who hints Heavy Rain might get a Move patch:
Following the unveiling of Sony's Move motion controller and sub-controller, we sat down with president of worldwide studios Shu Yoshida to discuss the device. He was kind enough to answer our questions comparing it to the Wii remote and even humored rumors about a version of Heavy Rain that may yet utilize Move. All of that and more below.
IGN: You announced Move. First of all, how is this different and better than the already-released Wii remote and nunchuk?
Shu Yoshida: There are many different things that the PlayStation Move is better at. One big difference is how precise it is to track very subtle movement. At the same time, the camera tracks where in a 3D space the controller is and also its angle. It feels like the whole living room is a game space and whatever you do -- move, rotate, anything -- can be used in the game input. So that's the biggest difference.
IGN: What about in terms of delay or lag -- how does it fare against the Wii remote there?
Shu Yoshida: Yeah, so that's one of the biggest things we focused on working on when we started this project. To keep it the same as the DualShock 3 -- that was our target -- and we are very happy that we achieved this. That means that everything you do can be transmitted to PS3 every frame.
IGN: I keep hearing that Natal, in contrast, is much more laggy. So this is a major advantage for Move with regard to responsiveness.
Shu Yoshida: Well, if that's the case, I'd say that's a big advantage because at the end of the day interactivity is a core part of videogame making. Because our teams and studios are very heavily involved in the development of PlayStation Move, there was a long list of things that we demanded the hardware and software guys [implemented.]
IGN: So have you done tests to see how Move compares to the Wii remote in terms of lag and response time? Does Move perform favorably in these tests?
Shu Yoshida: That probably should best be answered by the third-party developers. If they work on the same game on both Nintendo Wii and PS3, they are in a better position to answer that because our developers tend to be exclusively working on PS3. So we haven't actually done the side-by-side comparison using the same game.
IGN: One of the Wii remotes big problems is light interfering with the infrared pointer. Also, it can become de-calibrated often. How does Move perform against these issues?
Shu Yoshida: Yeah. You should try yourself. We noticed some big problems with Nintendo Wii MotionPlus. I don't want to talk about other company's systems. But PlayStation Move is really, really robust in terms of keeping calibrations.
IGN: So you've got what I perceive as an uphill battle because the Wii remote and nunchuk are out there and Nintendo has been very successful with them. Then you have Natal on the horizon, which seems to have its own identity. But Move looks and acts a lot like a Wii remote, and it's late to market. So how are you going to convince gamers that that they need your new motion controller?
Shu Yoshida: So, people have to try our games using PlayStation Move to feel the difference. I really ask anyone to try our games. Don't just watch. It doesn't tell what's really happening. The player is the only person who knows how well your moves are translated into the game. We as game developers are very, very good at cheating and making systems so that you think you are doing something [laughs], but good gamers know immediately the difference because they can improve their skills and that kind of depth we can create with PlayStation Move compared to other systems.
IGN: I heard today from a developer that Heavy Rain was once compatible with Move. Is that true and what happened?
Shu Yoshida: [Chuckles] Who said that?
IGN: I can't -- I'm not going to say. But I heard that.
Shu Yoshida: Well, one thing I can say is that you saw EyePet, SOCOM 4 and LittleBigPlanet working with PlayStation Move. Every team says that getting Move into already-developed software is very easy. It takes only a very tiny fraction of PS3 resources and its integration is very straightforward. So I'm sure I'll be surprised when more and more third-party developer or our own developers who haven't tried to incorporate Move see how easy it is to incorporate.
IGN: So coming back to that. Heavy Rain features a lot of gestures. Seems pretty perfect for Move.
Shu Yoshida: Absolutely. It seems natural, right? I agree. I cannot wait to see if that happens.
IGN: Could you release a download over PSN to enable that kind of functionality?
Shu Yoshida: Absolutely. Some of the games -- we are adding the functionality of Move to these games already. For example, EyePet was already released in Europe so in European countries we are considering something like PSN. Other games that we haven't announced yet, we'll do the same.
IGN: Great. So just to be sure, though -- Heavy Rain. Was it compatible with Move at some point?
Shu Yoshida: [Laughs] Well, until Move launches, we'll have more games we'll announce, so please look forward to an announcement from us.
[At this point, Sony PR reminds me that I've asked the same question three times and kindly suggests that I stop asking it. Shu continues, though.]
The point is, you feel that it's natural for the game to use Move. I feel the same.
IGN: All right. Sony franchises beyond LittleBigPlanet and SOCOM. Can we expect to see more Sony-owned licenses use Move going forward?
Shu Yoshida: Our already-existing IPs that might incorporate the motion controller? Yeah -- it's basically the idea that matters because integrating this technology is pretty straightforward. If you like, we can add this technology to any kind of games. What's most important is if developers come up with great ideas to use this motion. For example, shooters like SOCOM 4. Actually, we found it is a perfect match. If you're not a great shooter [player], because you just point and shoot it's much easier to get into. [Capcom] told me that when they incorporated the Nintendo Wii system to Resident Evil 4, they found that a much broader audience came to the franchise. That's why they announced Resident Evil 5 with the Move controller.
IGN: What's battery life looking like?
Shu Yoshida: I think we're looking at up to 10 hours with a full charge to play the games.
IGN: Does that hold true for the sub-controller, too?
Shu Yoshida: Sub-controller is much longer. 30 hours.
IGN: Sounds good. So this one is a bit critical. You're going to have gamers out there who say that you showed off your first titles -- ping-pong, archery, sword-fighting, boxing -- and that they aren't different from the games we've seen on Wii already. What do you say to critics who claim these games have been done before?
Shu Yoshida: There are many, many shooters out there. Do you criticize any company making, you know, Modern Warfare? Right? You know, a boxing game with a new control scheme -- if you feel much more into the game, the immersiveness, the game should exist. We're talking about advancing the genre with different types of games.
IGN: So in your view these games improve upon the stuff on Wii already.
Shu Yoshida: Absolutely. If we don't feel like that, we won't continue developing.
IGN: Great. So how big of a focus will Move be at E3 and will we see more franchises that use the technology?
Shu Yoshida: Yeah. At this event, we totally focused on PlayStation Move, as you can tell. But we have some other new announcements and we're targeting for E3.
IGN: On price point. You've got the PS3 Slim down to $299. But the starter kit for Move is $99 or under so you might be asking gamers to pay as much as $399 again to play motion-based titles. My question is, isn't that a lot to ask? Also, will the Move bundle with PS3 be cheaper -- say, $349 versus $399?
Shu Yoshida: Well, we haven't decided the price point for the bundle yet, but one target for the system development was to sell the camera, the controller and one game altogether for under $100. We believe we have achieved that and that's why we shared that information with you today.
IGN: Do you think that's going to be too much money for the casual gamer?
Shu Yoshida: You know, we are talking about different family members in one family. They may already have PS3 from the older brother. The younger sister might be interested in some of the more party-casual games. In that case, the additional investment is less than $100.
IGN: A lot of the software we saw is very mini-game-style in presentation. Can we expect this type of game to be cheaper on PS3 and can you deliver it over PSN? Is that your plan?
Shu Yoshida: Yeah -- it's a good question. Some of the games, including what we've been working on for PlayStation Move that we didn't show today, are fairly small in terms of size. In that case, we may choose to release them on PSN, like you said. Or you know, for Blu-ray games, we might price them less than the regularly priced games. It's going to be a title-by-title decision.
IGN: Great. Do you foresee Move propelling PS3 to the ultimate family console? Can you overtake Wii as the ultimate family console?
Shu Yoshida: Overtaking Wii's installed base is going to be very, very challenging, but we are focusing on how we want to advance PlayStation 3. We are very confident that Move will bring PlayStation 3 to a much wider audience and at the same time provide new experience for the core gamers. I think Move will play a key role to expand the audience on PlayStation 3.