FEATURE

Interview: PS3 Motion Control

Tom Ivan's picture

By Tom Ivan

July 18, 2009

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"Developers straight away compare this with other platforms more than we do and they say, ‘Wow, this is bloody precise when it maps you when you’re moving in front of it’"

At the Develop conference in Brighton we met up with Paul Holman, SCEE’s vice president of research and development, and Kish Hirani, the company’s head of developer services, to talk about Sony’s new motion sensing controller. Among other things, they explained the roots of the technology and told us a little more about the hardware’s capabilities.

How long have you been working on this motion sensing controller?
Paul Holman: Well the controller aspect goes back some years.

As far back as the PS2 days, before PS3 launched?
PH: We have quite a heritage in either having no peripheral or unusual peripheral configurations. You only have to look back to even prior to EyeToy games. We had [SCE US R&D manager, special projects] Rick Marks working in this area and showing off stuff. This isn’t just this year’s big thing for Sony, it’s something that we’ve got an awfully long heritage of working in. If you look back at the ECTS [European Computer Trade Show] we used to have a stand. One year, a couple of years before EyeToy, we had Rick Marks there and he’d just joined and he was working on a camera for PS2 and some props, so you can even trace back the origins of some of this to the ‘90s. It’s just that it has taken time and there’s been some nice new technology we’ve been able to leverage.

Is Sony on track to meet the spring 2010 release date announced at E3?

PH: I think the main thing is that there are several elements to a big release. You need to have the hardware side of things, and we’re in that phase of refining the hardware. We’re working with developer teams and with each iteration we ask for their feedback, so that’s why we’re hesitant about having the prototypes we have filmed because they will probably change because developers will say, ‘Actually, let’s have this button configuration’, so we’re working out what the optimal number of buttons is and where they should be… But on the hardware side of things, the manufacturing side of things, that’s our forte as a company and we’re on track for spring, so mainly it’s about ensuring there’s a good line of software to support that.

Will the controller launch with a selection of first part games?
PH: We don’t know yet.

But do you feel that it’s Sony’s role to showcase what the hardware can do and help out its development partners?
PH: I think we’re all big grown up companies so all the games teams - our own and external - are going to have something new. All we can really do is show what we’ve learnt from our own teams and try and feed that back to the community.

What’s unique about Sony’s motion control system and how does it compare to what’s already in the marketplace and what you’ve seen of Project Natal?
Kish Hirani: Our primary focus is developers and what they really want for it. They have the added advantage that they’re generally multiplatform developers… Good multiplatform developers straight away compare this with other platforms more than we do and they say, ‘Wow, this is bloody precise when it maps you when you’re moving in front of it’.

More precise than MotionPlus and Natal?
PH: I think we can just say that it’s very, very precise. People are going to be able to take games in this space forward because of the precision aspects.

KH: The classic example I give to people is that the most precise thing you can do is write your name using a [piece of] chalk on a blackboard. Try doing that with a mouse and it’s bloody difficult.

PH: The core elements are fairly straightforward. As I say they date back to the early ‘90s. It’s just having a really nice camera which works well with the PS3, which has the processing power to do some interesting things, and then combining that with the LEDs in the globes. The camera’s basically looking at where these globes are and what colour they are and doing things on that basis. Combine that with some gyro stuff we have in there and it can do the tracking and work out where things are going.

KH: [There are] a lot of technologies there. It’s very easy to dismiss the microphone on there. The mic is a multi-directional mic and it can sense you sitting there and speaking. Although the device doesn’t need to know that sort of information to find your position, you’ve got this extra information that it can jump to. So on the face of it, it looks like we’re just introducing a new controller, but when you look at the PS Eye, the mic, the visual libraries and everything combined, there are a lot of exciting things you can do with it.

PH: Ultimately I’m quite excited about seeing what the games are going to look like in six months or in a year’s time. At the moment some people have got some really strong ideas and other people are experimenting. It’s all going to come together in the next six months and it’s exciting.

KH: My team’s role ends up being, if you come to us with a great idea and if it’s possible we’ll help you make it happen.

Do you think it will be harder for developers to create multiplatform games that are compatible with all of the different motion sensing control systems?
PH: That’s down to the game designer or publisher. I think game designers always want to take advantage of the best aspects of whichever platform they’re targeting. All that we can try to do on our side is make more fun and interesting stuff that will help these game designers.

Sony has said that all genres of games will be compatible with PS3’s motion sensing controller. Is the system being designed with core and casual gamers equally in mind?
PH: All we can speak of is the experience we have with the game development community and we are seeing a spectrum of games. [Developers] are experimenting with it and looking to see what they can add to their games. We’ve got a lot of building blocks in the SDKs and it’s almost like a play box [in] that designers have to think about what they’re going to do and how it’s going to work for their game. Anything’s possible really. We’ve tried to make that 'anything is possible' as easy as possible. One of the things we pointed out is that you’ve got the motion control and you’ve also got the PlayStation Eye, and we have a lot of libraries in this space already to do with facial recognition, spatial recognition, gesture recognition and all of these little elements. All we can provide are these Lego blocks. At the end of the day game designers and developers have to think about how they put them together and how they make something that’s unique and compelling.

Picture credits: Video Games Blogger / Electronista

Barla Von's picture

Without decent software, neither Natal or Sony’s new motion sensing controller will be a success.

AkIRA_22's picture

Yep, that's the kicker. It doesn't matter if these are "ground breaking" or "paradigm shifting" if the games are rudimentary or just plane crap, then no one will shell out the 100 bucks.

I'm happy I now have a reason to own my PSeye.

Bilstar's picture

The PS3 motion sensor and Project Natal will both be failures (Wii motion will sell but what i say below is still applicable to it).
Comparatively few games will be available. Those that are available will feel like tech demos. And most importantly, no-one will care. Least of all me. Who gives a monkeys about motion control? It doesn't give enough input to operate any game with a bit of complexity. Can you imagine playing Left4Dead or WoW with motion control? NO. Who in their right mind wants to control a game with any movement input device that isn't a fully fledged VR machine like in Star Trek or similar? Even that would end up being a pain in the arse after a few hours. If manufacturers and consumers would just think about this bloody subject a little more, they would surely realise it is a waste of time pursuing this avenue of plastic wand, arm flailing, body-bopping crap. It's just crap.

quietIdentity's picture

Maybe (it will fail) but if they attribute a whole bunch of sweet trophies/achievements to using the peripheral I bet the fans will lap it up haha.

nolim's picture

I think the Wii sales figures show that a great many people give a monkeys about motion control.

Rob's picture

I think that a great many people are pulled in by the idea of motion control and that's why the Wii has pushed so many units. But in practice it does turn out to be very cumbersome 99% of the time which is why most of the people who have bought the Wii don't pick it up much after the first few months, myself included.

It will of course be interesting to see how all this turns out but I think for the most part it will be wasted time.

And I hate the sixaxis motion control.

Kristijan_Lujanovic's picture

It's not even that complicated. PS3 motion control is advance EyeToy. It looks cool but so did EyeToy exactly ten years ago.

Wii will stay top seller. Yes that means even damn Vitality Sensor. Uhhhh....

And Xbox360. Well, Microsoft is happy were it is right now. No plans for 720. Xbox360 is selling good. Windows 7 actually sounds good. And loved. Gold subscription is still on the rise. Every DLC sold well. So they plan to simplify Xbox360 even more to attract Wii crowd on assumption there are no enough hardcore, and quality games, on Wii. This will fail, because, simply, Microsoft is really, really, really bad at marketing. Anything. Ever. And PlayStation will drop price.

This is sad because Johnny Chung Lee, Wii head tracking guy, actually works on Natal. When I first saw demo I sad bull***. No way they made something better then most expensive professional tracking hardware and software. But guy writes on his blog that MIT students and bunch of other scientist regularly visit and learn from them. It's simply that good. Just the body motion sensor is good enough for use in indie games. (And there will be pc version)

Microsoft Labs are full with unbelievably smart people. I would say, that and Natal demo is enough. But then I remember Vista...

In the long run. They will all survive. And annoy hell out of us. I'll just buy M.A.G and ignore rest of the world.

OmegaVader's picture

well, sony already stole the four-button face, d-pad, analog stick, should buttons, rumble and wireless controller from nintendo. what's one more?

seriously, though, the supreme advantage by nintendo in this respect is that every wii owner has the motion controller. every ps3 owner will not have the motion controller, and given that the ps3's install base is already somewhat lacking, this product will hardly be anything revolutionary...akin to the original eyetoy for the ps2 -- novel, maybe some unique twists here and there, but ultimately a very niche market. It's too late to catch up with Nintendo's Wii at this point in the game.

I still resent nintendo for continuing the accessory strategy, though. Seriously, a vitality sensor? They already tried taht on the 64. get back to making games, dammit! You too, sony and MS!

Top_Dollar's picture


sony already stole the four-button face, d-pad, analog stick, should buttons, rumble and wireless controller from nintendo. what's one more?

This comment is hilarious. Nobody owns ideas, they're just out there floating about...nobody can claim ownership on them.

Microsoft's avatars took inspiration from Nintendo's Mii's, Nintendo took inspiration from accelerometer technologies that have been out for years before Nintendo even thought of using such tech.

Oh, the irony...

Jack_'s picture

He was kidding.

Indrema's picture

I think Top Dollar must have been kidding; seeing as how Nintendo owns the patent for a D-pad cross that's shaped like, well, a cross. There's also a patent for any type of keyboard that slides out from behind a phone.

If those ideas can be patented, then anything can.

mentor07825's picture

Sort of, there's some things that cannot be patented.

My notes are not too clear on what though, something to do with concepts such as love and all that jibberish.

I guess it goes to show that anything to do with legality matters isn't really all that clear.

That's why there are lawyers.

OmegaVader's picture

actually, I wasn't. everything I listed was a legitimate innovation done by nintendo. I'm not saying it should be illegal to use these ideas yourself (because if it aint broke, don't fix it) but it does signify that nintendo is still the innovator in the industry, regardless of whether you like their consoles or not. It's simply a fact.

http://www.axess.com/twilight/console/

I am assuming the first guy to reply to me didn't grow up in the nintendo era and see these innovations as they came to the market. Nintendo improved over the atari joystick with a better functioning digital pad. they improved with the SNES by adding shoulder buttons, and the now-standard diamond-shaped 4 face buttons. These innovations may seem obvious to you today, but back then they were groundbreaking. The initial PSX controller was essentially a horned version of the SNES controller. They didn't add the 'dual analog' joysticks until the N64 premiered with the first analog stick. They also included rumble after nintendo premiered the rumble pack for the N64, another lauded innovation. The wavebird was the first legitimate wireless controller, which everyone in this current generation was sure to hop on board with. Finally, Nintendo proved the potential of motion controllers in a mainstream market, and yet again, sony's hopping on board.

The real point of my post, though, was about sony's market penetration and the hope of their motion controller. The "seriously though" was to cocnede that 'stealing' these ideas isn't too important -- regardless of nintendo's innovtions, the ps2 was the better system last generation, no? And the xbox controller last gen surely sucked since the face buttons did not have the typical diamond arrangement, resulting in unintended button presses. Microsoft should've had a better clone of the other controllers. =P

quietIdentity's picture

I still love my Wavebird. That controller was so damn comfortable, the weight, the feel. I honestly think I get cramps in my hand because of the PS controllers(may also be excessive programming so I won't solely blame the PS controller), I've developed this massively unergonomic (Yet oddly comfortable) claw like hand position so I have access to all shoulder buttons. Only problem is when it gets intense and my hands get sweaty it starts to slip making the claw a bit unwieldy. If they brought out an ergonomic controller I would jump on it. Screw this motion control balls, their R&D is looking in the wrong places. Also who thinks it looked damn hard to shoot those kobold things and they were moving at a snails pace!

Marco_Pollone's picture

I agree but...wall o' text

grognard66's picture

Yeah, that vitality sensor just takes things way too far in the accessory market. Of course, being Nintendo it will probably sell millions regardless.

Sony's first attempt at motion was a miserable failure (how many games actually use it at all, let alone in a meaningful manner?) and this doesn't offer any innovation over the Wii other than a little more precision (compared to the original Wii, not necessarily the new motion plus) and glowy balls.

How does this stand a chance when my fellow PS3 owners don't even buy enough games, let alone accessories, for the system?

nolim's picture

With the market penetration of the Wii and the controller free gaming offered by Natal i think Sony had to do something, it looked like it worked well at E3, lets hope enough 3rd party developers get on board to make their efforts worthwhile. Is this something PS3 owners really want?

jb1's picture

Don't forget the guide button, achievements and basically all their network services from MS.

Jack_'s picture

So, he impersonates a dense fanboy with his tongue in his cheek, then you continue his fake rant straight-faced. We can just weed out the dumb people this way.

jb1's picture

N64 launch's, very shortly after sony release new ps1 pad with analog sticks. Ditto rumble.
360 launchs prototype PS3 suddenly develops a guide button. Achievements become a success, sony announces trophies. 360 supports game invites and cross game messaging, sony announce a firmware update for ps3 with them. Wii debuts, sony shows motion control in ps3 pad.

Sony have always copied other companies ideas, i'm not saying others don't do it too but sony are the worst. They very rarely innovate and instead rely on copying.

Marco_Pollone's picture

Nobody says Sony did all this things in a bad way. That's not it. The point is that its success is (was ?) based in good percentual on improving someone else's technologies. Unless it works, well, nothing to say, anyway it has been shown that this lack of originality in the end doesn't pay

Wall_E's picture

Oh shit, here we go...here come the Xbot parade...