Quantcast


CES 2009: Kodu impressions from a demo slower than a speeding Sparrow photo

See that girl up there standing next to Robbie Bach? That's 12-year-old Sparrow. At Microsoft's CES 2009 keynote presentation, Sparrow gave a live demonstration of Kodu, an upcoming Xbox LIVE Community game design to make the complex process of making games simple, visual, and fun.

But in front of a crowd at the near-capacity convention hall, Sparrow made it look anything but simple. She blew through the game's layers of menus, throwing objects into the environment and then making them do stuff faster than most human eyes and brains could follow. Clearly, she knew exactly what she was doing, calling out exactly what she was doing before she made it happen. But even the crowd of reasonably-ingelligent techies -- myself included -- was stunned. 

To get a better grasp of just what this Kodu is all about, I had a chance to sit down with Micosoft's Mathew MacLaurin, the vision behind the game. And yes, he was a bit easier to follow than little Sparrow.

Originally started as a research project in programming models for children in 2006, Kodu proved to be so much fun for both kids and their teachers, that it took the form you see today.

The idea is a program that makes it easy to design and program a game is nothing new; software like RPG Maker, for instance, has been available for a number of years. But Kodu is a bit different, with a more visual and game-like feel to it, designed as a palette to let users create cool interactive experiences with little effort.

Kodu will come with a bunch of "mini-games" packed in from the start, templates which should give potential designers ideas for their own projects. But it will also come with "Starter Worlds," included to spark creativity and give designers a jumping point, versus simply throwing an intimidating blank canvas at novice designers. 

During the demo, MacLaurin hopped into one of these "Starter Worlds," an island with green grass and a few, rolling hills. At the press of a button, he opened the tool palette, which offered a few options: play the game, place an object and then "program" it, create hills or valleys in the environment and more. He opens the pallet for placing an object and a wheel pops up, showing a number of characters he can place; he choose a UFO, and makes a note that there will be about 20 initial characters would-be designers can choose from -- I see everything from robots to puffy fish in the roster.

Using the right analog stick, MacLaurin moves the camera, and the left stick controls a small "donut" cursor around for object selection and environment manipulation. He selects the UFO and presses "Y" to open the programing menu. The idea is simple, based on basic programming principals like "if this happens, then that happens." The difference here is that it's all very visual, and as MacLaurin put it, the game won't let you really make any wrong moves -- you'll never get a programming "error."

As an example, MacLaurin pulls up the tools and creates a simple script based to make the UFO interact with an apple. Everything is spelled out in physical, easy-to-understand terms for a non-programmer; there are variables or constants, no abstract terms to confuse the user. In this instance, the script is basic: if the UFO "sees" the apple, then it "eats" the apple. The fancy stuff happening behind-the-scenes in Roku means it knows exactly what to do, with no further instructions. 

The same can be done to give the player control over a character -- just select it and tell the game that the gamepad (represented by an Xbox 360 controller icon) will make the character move, jump, or shoot. It simply makes sense, at at a basic level is easy to understand, and easy to follow. Looking deeper, it's possible to control other variables like movement speed, have an enemy show its hit points, control how powerful a missile is, and more. 

You control the environment in much of the same way. Kodu features terrain building and deformation tools that look as simple to use as any simulation game. There are a handful of default tiles to use, ranging in color and texture; there's also a way to quickly and easily place water, which will react appropriately with other world objects (an apple would float to the top, for instance). While the game comes with a handful of preset characters and objects to use, MacLaurin said the option of adding content later -- either through DLC packs or allowing user-created objects in later iterations of Kodu -- was something being considered.

Worlds are and what objects can do are only limited by memory, which will be indicated visually by a stack of coins. As you start placing objects, the coin pile will drop, and if it's getting close to the point where the game's performance will suffer, you'll no longer be able to create. But beyond that, you're open to create a game and level how you want. Some other examples shown to me was a first-person style racing game across a volcano-like world, a 3D Breakout-style clone, and a dual stick shooter featuring "zombies." It'll even be possible to fix the camera in a particular position, so side-scrolling shooters and platformers should theoretically be possible, as well. 

The game will feature level and game sharing in some fashion -- MacLaurin said the Kodu team is "fanatical" about including it. What shape that will take or how it will play out in the final version is unclear, with legal issues being cited as the biggest hurdle. When it comes to sharing user-created content, especially between children, a few issues arise. MacLaurin seems fairly confident sharing will be enabled, but to what extent is unknown.

Comparisons to Sony's own user-generated driven title LittleBigPlanet are bound to come up. So I had to ask, does MacLaurin think that's an issue?

"We started this in early 2006," he tells me, "and I think we were probably a year in before we heard about LittleBigPlanet. And our response was 'That rocks! [We] want it!" Because we're all gamers, so that's great."

So while comparisons are justified and in some cases even welcome, MacLaurin is quick to point out key differences. 

"LittleBigPlanet does an amazing job of [saying], 'How far can you get without any programming?' Because program is icky and scary. Our thing was really how fun can you make programming?"

From what I was able to see, it certainly does look like fun -- manipulating the world seems quick and easy, something even a complete programming nincompoop like myself could dive into. While it's designed primarily for children in mind, there's certainly going to be an appeal for anyone who simply wants to create. I was happy to hear that with multiple controllers, designers can take turns placing and programming objects, making it possible for Kodu to be an interesting social experience. 

Kodu is set to launch on the Xbox LIVE Community games channel this Spring.  

LAUNCH GALLERY (2 IMAGES)
Photo Photo









More gaming stories around the web. Got news? Submit yours to tips@destructoid.com



Post a comment! You can also post a photo below:

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

15 comments | showing # 1 to 15
prev next

Samit Sarkar's Avatar - Comment posted on 01/08/2009 18:44
Samit Sarkar
Who the fuck names their kid "Sparrow"? I mean, really.
Tubatic's Avatar - Comment posted on 01/08/2009 19:11
Tubatic
What's a Kodu?

This is interesting and exciting . . . but its weird how its going in community games, when its a Microsoft product.

Sounds fun, and I feel like I'm going to be all over trying to make some 2D levels.
Holyetheline's Avatar - Comment posted on 01/08/2009 19:24
Holyetheline
@Samit

A pirate.

@Nick/others

This game is really looking awesome to me so far. It reminds me of a very high-tech version of Klik and Play. I'm going to buy this on day one.
Nick Chester's Avatar - Comment posted on 01/08/2009 19:36
Nick Chester
I don't know what a Kodu is. My guess (and I should have asked) is that it's a play on the word "code."

@Cotton McKnight:

LOL.
BluDesign's Avatar - Comment posted on 01/08/2009 20:26
BluDesign
@nick...

Re-read your article.

Is it Roku or Kodu?

:)
imaginarythomas's Avatar - Comment posted on 01/08/2009 20:59
imaginarythomas
The concept is a neat way of getting the fundamental of programming across but I just don't see this being very fun.
Nick Chester's Avatar - Comment posted on 01/08/2009 21:26
Nick Chester
I have been doing that all day ...sigh. KODU!
mourning orange's Avatar - Comment posted on 01/08/2009 21:51
mourning orange
I'm getting this as soon as i can, fo sho.
Qraze's Avatar - Comment posted on 01/08/2009 22:04
Qraze
i'm glad he didn't bash lbp but endorsed it. that shows not everyone at microsoft are biased fanboys and this game will do good if not great.
Excel-2011's Avatar - Comment posted on 01/09/2009 01:22
Excel-2011
I'll stick with Game Maker 7, thank you.
GrieVelorn's Avatar - Comment posted on 01/09/2009 02:10
GrieVelorn
Hm... this really doesn't look all that appealing good it just seems like Micro$oft saw how many people loved LBP and wanted on that bandwagon but didn't want to spend that much money on it.
smack0007's Avatar - Comment posted on 01/09/2009 05:14
smack0007
@Cotton McKnight

Kodu I'm assuming is written in Xna. I doubt this is being aimed at developing full fledged games and this fits more into the category of RpgMaker and Klik and Play.
Faith's Avatar - Comment posted on 01/09/2009 11:21
Faith
This sucks. I'm sorry but who really wants this on their Xbox 360?
Darren Nakamura's Avatar - Comment posted on 01/09/2009 17:51
Darren Nakamura
Slow down, Chester! I'm going to have to read that all again.
pixelsword's Avatar - Comment posted on 01/09/2009 20:32
pixelsword
Kodu... Code U(you) You code.

Anyways, programming ain't all that hard, just remember it's a mix of talking and writing. After a while, you should be able to "see" code before you write it.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!