Project Milo: Difference between revisions
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''Milo'' had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a [[procedural generation]] system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on ''[[Fable (2004 video game)|Fable]]'' and ''Black & White''.<ref>{{cite magazine|first=Chris |last=Baker |title= Peter Molyneux: My Next Game a 'Significant Scientific Achievement' |url=https://www.wired.com/gamelife/2008/05/molyneux-my-nex/ |magazine=Wired |publisher=Wired Network |accessdate=28 October 2009 |date=16 May 2008}}</ref> |
''Milo'' had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a [[procedural generation]] system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on ''[[Fable (2004 video game)|Fable]]'' and ''Black & White''.<ref>{{cite magazine|first=Chris |last=Baker |title= Peter Molyneux: My Next Game a 'Significant Scientific Achievement' |url=https://www.wired.com/gamelife/2008/05/molyneux-my-nex/ |magazine=Wired |publisher=Wired Network |accessdate=28 October 2009 |date=16 May 2008}}</ref> |
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However, the game was not present at Microsoft's E3 press briefing [[E3 2010|the following year]]. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.<ref>{{cite web |first = David |last = Wildgoose |title = Lionhead's "Project Milo" Probably Won't Be Released |url = http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |work = [[Kotaku]] |date = 29 June 2010 |accessdate =12 January 2011 |archiveurl = https://web.archive.org/web/20100703053643/http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |url-status = live |archivedate = 3 July 2010 }}</ref> This was later refuted by Molyneux who stated that he would reveal a more advanced version of ''Milo'' during his TEDGlobal talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/molyneux-responds-to-milo-release-fuss |title=Molyneux responds to Milo release fuss Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=30 June 2010 |accessdate=30 October 2010}}</ref> At the [[TED (conference)|TED]] conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen.<ref>{{cite web|url=http://www.ted.com/talks/peter_molyneux_demos_milo_the_virtual_boy.html |title=Peter Molyneux demos Milo, the virtual boy | Video on |publisher=Ted.com |accessdate=30 October 2010}}</ref> |
However, the game was not present at Microsoft's E3 press briefing [[E3 2010|the following year]]. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.<ref>{{cite web |first = David |last = Wildgoose |title = Lionhead's "Project Milo" Probably Won't Be Released |url = http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |work = [[Kotaku]] |date = 29 June 2010 |accessdate =12 January 2011 |archiveurl = https://web.archive.org/web/20100703053643/http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |url-status = live |archivedate = 3 July 2010 }}</ref> This was later refuted by Molyneux who stated that he would reveal a more advanced version of ''Milo'' during his TEDGlobal talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/molyneux-responds-to-milo-release-fuss |title=Molyneux responds to Milo release fuss Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=30 June 2010 |accessdate=30 October 2010}}</ref> At the [[TED (conference)|TED]] conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen, which was a step back from previous showings. <ref>{{cite web|url=http://www.ted.com/talks/peter_molyneux_demos_milo_the_virtual_boy.html |title=Peter Molyneux demos Milo, the virtual boy | Video on |publisher=Ted.com |accessdate=30 October 2010}}</ref> |
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In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/2010-09-23-rumour-project-milo-cancelled |title=Rumour: Project Milo cancelled Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=23 September 2010 |accessdate=30 October 2010}}</ref> This story was seemingly backed up by Microsoft's [[Alex Kipman]] in a November 2010 interview with [[Gamesindustry.biz]], declaring that ''Project Milo'' "was never a product" and "was never announced as a game".<ref>{{cite web|last=Yin |first=Wesley |url=http://www.eurogamer.net/articles/2010-11-04-milo-was-never-a-product-microsoft |title=Milo "was never a product" – Microsoft • |publisher=Eurogamer.net |date=4 November 2010 |accessdate=25 July 2012}}</ref> However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.<ref>{{cite web|url=http://www.lazygamer.net/xbox-360/milo-and-kate-behind-the-scenes-motion-capture/ |title=Milo and Kate behind the scenes: motion-capture | Lazygamer .:: Console and PC Gaming News ::. | General News |date=March 2011 |publisher=Lazygamer . |accessdate=25 July 2012}}</ref> |
In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/2010-09-23-rumour-project-milo-cancelled |title=Rumour: Project Milo cancelled Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=23 September 2010 |accessdate=30 October 2010}}</ref> This story was seemingly backed up by Microsoft's [[Alex Kipman]] in a November 2010 interview with [[Gamesindustry.biz]], declaring that ''Project Milo'' "was never a product" and "was never announced as a game".<ref>{{cite web|last=Yin |first=Wesley |url=http://www.eurogamer.net/articles/2010-11-04-milo-was-never-a-product-microsoft |title=Milo "was never a product" – Microsoft • |publisher=Eurogamer.net |date=4 November 2010 |accessdate=25 July 2012}}</ref> However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.<ref>{{cite web|url=http://www.lazygamer.net/xbox-360/milo-and-kate-behind-the-scenes-motion-capture/ |title=Milo and Kate behind the scenes: motion-capture | Lazygamer .:: Console and PC Gaming News ::. | General News |date=March 2011 |publisher=Lazygamer . |accessdate=25 July 2012}}</ref> |
Revision as of 03:49, 1 May 2023
Project Milo | |
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Developer(s) | Lionhead Studios |
Publisher(s) | Microsoft Studios |
Producer(s) |
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Designer(s) | Peter Molyneux |
Platform(s) | Xbox 360 |
Project Milo (also referred to as Milo and Kate) was a project in development by Lionhead Studios for the Xbox 360 video game console. Formerly a secretive project under the early code name "Dimitri",[1] Project Milo was unveiled at the 2009 Electronic Entertainment Expo (E3) in a demonstration for Kinect, as a "controller-free" entertainment initiative for the Xbox 360 based on depth-sensing and pattern recognition technologies.[2] The project was a tech demo to showcase the capabilities of Kinect and was not released due to Microsoft intervention.[3]
Development
The project began as work on an "emotional AI (artificial intelligence)" after Lionhead had finished work on Black & White in 2001.[2] The project was code named Dimitri, after the godson of Lionhead creative director Peter Molyneux.[4] Details revealed about the project led some to speculate that "Dimitri" had become Fable II,[5] but a 2006 interview with Molyneux confirmed that the projects were separate.[4] For several years the development of Dimitri remained "experimental",[6] resulting in scarce news updates during this phase of development. In later interviews, Molyneux began to refer to the project as "Project X".[1]
During their press briefing at the Electronic Entertainment Expo in June 2009, Lionhead's parent company Microsoft unveiled Kinect, then known as Project Natal, during which it featured a presentation clip from Molyneux demonstrating a woman naturally interacting with a virtual character, referred to as "Milo."The demo would consist of technologies such as the ability to scan drawings into the game world, and seamless connectivity between player and character. In an interview with Eurogamer after the press conference, Molyneux confirmed that the demonstration was of the previously-known "Dimitri," and would be a game developed around Kinect, titled Milo and Kate. In the game, players would interact with a 10-year-old child (Milo or Millie, selected at the start) and a dog named Kate, playing through a story. According to Molyneux, work on the Kinect-specific elements started in December 2008.[2] The game would also feature an in-game store, for purchasing items to enhance gameplay.
Milo had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a procedural generation system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on Fable and Black & White.[7]
However, the game was not present at Microsoft's E3 press briefing the following year. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.[8] This was later refuted by Molyneux who stated that he would reveal a more advanced version of Milo during his TEDGlobal talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."[9] At the TED conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen, which was a step back from previous showings. [10]
In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".[11] This story was seemingly backed up by Microsoft's Alex Kipman in a November 2010 interview with Gamesindustry.biz, declaring that Project Milo "was never a product" and "was never announced as a game".[12] However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.[13]
At the 2011 Game Developer's Conference, Lionhead lead programmer Ben Sugden showcased[14] a new graphics technology used in Project Milo for upcoming Xbox 360 titles.[3] At E3 2011, Fable: The Journey was announced, which includes elements from Milo, including voice and emotion recognition. In a May 2012 interview with Eurogamer, Lionhead creative director Gary Carr confirmed that a number of Kinect features from Project Milo had been implemented in Fable: The Journey.[15]
References
- ^ a b "Video Games Daily | Peter Molyneux Interview Sept 2008 (Page 4)". Archive.videogamesdaily.com. Retrieved 30 June 2010.
- ^ a b c Ellie Gibson (2 June 2009). "E3: Molyneux and Milo Xbox 360 Interview – Page 1". Eurogamer.net. Retrieved 30 June 2010.
- ^ a b "Microsoft shows off future graphic tech for Xbox 360 game console". gamersmint.com. Retrieved 18 March 2011.
- ^ a b "Exclusive: Molyneux on Dimitri, Fable 2". Archive.videogamesdaily.com. Retrieved 30 June 2010.
- ^ "Exclusive: Molyneux on Dimitri, Fable 2". Computerandvideogames.com. 6 April 2005. Retrieved 30 June 2010.
- ^ "Peter Molyneux' Next Game based on Dimitri and a Discovery". GamersGlobal. 7 March 2008. Retrieved 30 June 2010.
- ^ Baker, Chris (16 May 2008). "Peter Molyneux: My Next Game a 'Significant Scientific Achievement'". Wired. Wired Network. Retrieved 28 October 2009.
- ^ Wildgoose, David (29 June 2010). "Lionhead's "Project Milo" Probably Won't Be Released". Kotaku. Archived from the original on 3 July 2010. Retrieved 12 January 2011.
- ^ Wesley Yin-Poole (30 June 2010). "Molyneux responds to Milo release fuss Xbox 360 News – Page 1". Eurogamer.net. Retrieved 30 October 2010.
- ^ "Peter Molyneux demos Milo, the virtual boy | Video on". Ted.com. Retrieved 30 October 2010.
- ^ Wesley Yin-Poole (23 September 2010). "Rumour: Project Milo cancelled Xbox 360 News – Page 1". Eurogamer.net. Retrieved 30 October 2010.
- ^ Yin, Wesley (4 November 2010). "Milo "was never a product" – Microsoft •". Eurogamer.net. Retrieved 25 July 2012.
- ^ "Milo and Kate behind the scenes: motion-capture | Lazygamer .:: Console and PC Gaming News ::. | General News". Lazygamer . March 2011. Retrieved 25 July 2012.
- ^ Sugden, Ben; Michal, Iwanicki. "Mega Meshes
Modeling, rendering and lighting a world made of 100 billon polygons" (PDF). miciwan.com. - ^ Welsh, Oli (29 May 2012). "Lionhead's seated Kinect tech to be made available to all developers • News • Xbox 360 •". Eurogamer.net. Retrieved 25 July 2012.