i have no clue, that is why i said i'm not excited for it. but i'm also not a game developer i just play them.
You don't need to be a game developer for this mental exercise. Just look at games in the 360's library and contemplate, "How could this game have been improved by voice commands?"
if anyone saw that ps4 demo with the eye camera and the ps4 controller, that was one neat fucking tech demo. even if it isn't something i wouldn't use myself, i can see how other people would love that. i immediately thought how awesome it would be for kids when they showed those little critters running around infront of them on the screen and how you could interact with them.
One thing that I want to stress about the PS Eye 2 demo is that
it used the controller. I'm not saying that's a bad thing, but there's a huge difference between pure voice and gesture control and a mix with standard physical methods of control. Also, keep in mind that cute tech demos are one thing, but how do we integrate it into an actual game? I think one of the best areas to look at that would be the mobile space where gestures and such reign supreme because you
have to implement them. Hell, Square-Enix has a RPG for iOS that doesn't really use menus at all for battle called Drakerider. It has this bar that you use to determine certain attacks and other various mechanics.
the n64 rumble pack was a gimmick at first, now it's integrated into every controller. analogs were new at a time too and now they are integrated into everything. then nintendo brought motion into the console on the wii, and now it's integrated into every console. i'm at least open to see what they can do with it even if i'm not excited in the least about it just now.
Rumble and motion control are all about immersion. Because of that, I still think rumble is quite gimmicky since it isn't as immersive when your main method of control isn't immersive. For example, I think rumble is far more effective in a racing game if you're using a good wheel. For example, if I run over a rumble strip in that racing game, my wheel (and seat?) should shake as a consequence. That's immersion.
also, major devs aren't going to invest in making a game for an optional peripheral unless ms is paying them to do so. at least with every x1 out there devs know that there will be a kinect there as well.
Publishers will invest money wherever they think they will get a return. It's important to remember that the Kinect sold
very well (10 million units?), and we still mostly got Dance Central.
Honestly, what we need to see is people to stop saying, "How can we use the Kinect?" and to start saying, "Oh, it would be great if we could do [insert awesome thing here]! Wait, the Kinect 2 can do that for us!" In other words, stop trying to force the Kinect and use it where it's natural and makes sense. Don't pull a Molyneux with Fable 3!
When you know you have one you can put not often used commands on voice. Like the MW series, make the airstrikes and crap like that a voice command rather than digging through menus. Also stuff like squad control would be useful. "squad, on me" would be more fun than digging in the menu for it, and a lot more natural. I think the best idea I came up with the kinect in other games is to use it like a track IR headset. -Lean, view direction, stance control.
Air strikes still require you to enter the location, and isn't it just a direction on the d-pad to activate it? I don't play much in the way of Call of Duty, but it's never seemed difficult for people to activate it quickly and get back in the action.
I think your squad controls idea would work... especially if the commands could become far, far more intricate, which would be nice for tactical-based shooters like the old Rainbow games. I mean, if I could speak things like, "Team 1, hold position; team 2, breach door and secure objective bravo.", all while doing my own thing... that could be pretty awesome. It really comes back to what I mentioned, and that's how the voice commands truly need to present a more efficient method of execution.