Just outside Guildford, in a threestorey red brick building, a collection of people - many of them fat, almost all of them bleary- eyed and anaemic - are slumped in front of their desks, staring at computer screens. It is quiet. Nobody moves much. But there is a definite sense of purpose in the air. For almost three years now, these men and women have been busy reinventing the video game.
At first, their project was only known by the code name 'Dimitri', then'Project X'.And then,last year, Peter Molyneux, the legendary games designer and founder of Lionhead Studios, where these employees reside, divulged some details.The new game, the first to be developed for Microsoft's radical 'Natal' system, which uses the human body as a controller, was to be called Milo. Even in the environs of E3, a trade show sexy high heels for people who devote their lives to video games, it caused a huge stir.
Molyneux had developed a character, an eight-year-old boy, who behaved more like a human being than any other computer character in history. In a demonstration, the eponymous Milo was able to recognise a player's face, his voice, and, most incredibly, his emotions. If the player sounded sad, Milo would ask:'What's wrong?' If the player smiled, Milo would smile back.
And if the player told Milo a joke, he would laugh.The boy even made a distinction between a good joke and a bad one; laughing heartily at the former and only politely at the latter.
'This is new technology that science fiction has not even written about,' Molyneux declared at the time.'And this works today. Now.' In fact, Lionhead is still working hard to complete Milo.The release date is a closely guarded secret and many in the games industry are reserving judgment until they have a copy in their hands. But, only three years after Nintendo's Wii console got us all dancing, skiing or playing ersatz instruments in front of the television, Molyneux has come up with a concept that promises to take the interactive experience to a new level. If he's successful, Milo will do something that has never been done before: he will make us care about a computer character.
Peter Molyneux is something of a guru in the video games industry. Twenty years ago he designed a game - Populous - that challenged all the existing assumptions about video games and created a new genre - the 'God game' - in which the player was in complete control. In 2001, Molyneux created more shock waves with Black &White, a game that sold more than two million copies.When Molyneux says he's had a good idea, people sit up and take note.
Not that the industry is in any sense flagging. In 2008, sales in Britain broke the Pounds 4billion barrier for the first time and last November gamers cocked a snook at the recession by queuing in their thousands to buy Call of Duty:ModernWarfare 2,a firstperson war game that sold more than a million copies in its first week.
So, it might sound surprising to hear that there are people working night and day to make games even more compelling. But the industry does not look at the percentage of households that have a games console. It's more obsessed with the percentage that don't.
That equation has improved significantly in favour of the manufacturers in recent years, thanks to the Wii and the advent of more family-friendly games for the other two popular consoles, the Sony PlayStation and the Xbox 360.
Blancpain Watches Guitar Hero, where the player uses a plastic guitar to strum along to his favourite songs, and Wii Fit, an exer
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