What, exactly, is immersion?
And do we really want it? If you're
playing Theme Park, for example, would the smell of cheap frankfurters and the
feel of water splashed in your face create a more compelling experience, or
does it misunderstand completely what gaming is about?
Philips hasn't
quite gone as far as that, but with amBX it could. Essentially, this is a simple XML- like
scripting language that can be used to add environmental effects into games.
Compatible peripherals - so far only available from Philips, but it's a
licensable platform - will then generate those effects around in the player's
room.
In the premium kit
you get everything currently available, barring a set of rear satellite lamps.
So that's a 'wall washer' for painting light behind your monitor, a powerful 2.1 speaker system with LED arrays built into the top of the two
small variable speed fans and a wrist rumbler strip for your keyboard.
The idea stems from
Philips' involvement with LED lighting. This
is the future - it's environmentally friendly and can produce 14 million
colours from an RGB array. As a result, the lights are definitely the strongest
aspect of this kit. They change colour to reflect on-screen action even in
games which aren't programmed to support
amBX, and the effect is far from unpleasant - although if you're staring too
hard at the screen you may not even
notice it.
Where they really
come into their own is when they're used counter-intuitively to the principles of
naturalistic immersion: when the lightings strobes to signal an alert in Defcon
or when they count down from red to green in TOCA 3. It's moments like these
that show off what fun devs can have with it.
They can also be
programmed to flash when you have a new IM, for example, and if you're using Media
Player switch to a discotheque mode. These things are all good uses of amBX
which we can see a future for - although not at the current price.
It's impossible
though to be enthusiastic about the more inventive peripherals. The tiny fans are
so loud as to be distracting even before the blast of air hits your face, and
the wrist rumbler doesn't really work since one hand is away with the mouse
most of the time.
So don't rush out
to buy this first wave of amBX kits, but don't write off the levels of
creativity it's possible to achieve with it. Games don't really need anything to
reinforce the fourth wall and fake 'real' experiences, but amBX peripherals that
do something new and interesting - if used in the right way - could be quite cool. One day.