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Fishing for Compliments
And with these gizmos, Miacomet is likely to bag the limit

Greg Crowe, GiN features Editor August 11, 1999

 

Nowadays one doesn't just want to play games, one wants to get completely into them. In order to do this, one has to have input devices that look and feel more like the real thing.

Enter Miacomet, Inc. They have come out with a line of Real Feel controllers that make the whole gameplaying experience more real.

The Real Feel Pool device is a special mouse that you position to line up your shot, and then you "strike" the cue ball by the motion of a shortened cue that moves along a roller on top of the mouse. The Real Feel Fishin' device is a shortened fishing pole that lets you actually go through the motions of casting in order to send your "line" out.

But how do these things work? And how did somebody come up with them in the first place?

GiN fished for answers from Randy Hujar, President and CEO of Miacomet. He cast his opinions about his company, its Real Feel line, and the needs of today's users for them.

Miacomet - http://www.miacomet.com

GiN: So, how did your company get its start?

Randy Hujar: Miacomet President
Randy Hujar,
CEO of Miacomet

Hujar: The company was originally created as Miacomet LLC by Chris Meredith and Bob Foley in 1996, both residing on the island of Nantucket, Massachusetts. The company recognized a need for life like peripherals combined with innovative leading edge simulation software and has invested in developing state-of-the-art technology over the last two and half years.

In 1999, when I came aboard as President & CEO and with the addition of Matt Parzych as CFO the company was reorganized and became Miacomet, Inc.

GiN: How did the concept for your Real Feel line of input devices come about?

Hujar: Chris Meredith, a musician/inventor/entrepreneur, was the driving creative force and visionary of the concept that the next generation of gaming would need to involve the user more fully and immerse them in the experience. The Real Feel brand of peripherals and software was the result of this vision.

Chris, prior to founding Miacomet, was a software stock analyst for McCowan & Associates where he researched education and entertainment software companies for investment. It was during this time in his career that the concept that was to become Real Feel began.

GiN: What devices do you have in your lineup?

Hujar: The first round of products include the Real Feel Electronic Pool Cue Controller and Real Feel Fishin', a proprietary fishing simulation based on real-world fishing locations. The first location is Nantucket, Massachusetts. The company's planned products will include extending Real Feel Fishin' to other well-known simulated real-world fishing locations as well as extensions into other sporting and gaming areas.

GiN: Do they come with their own software?

Hujar: Miacomet does produce Real Feel software that will be available with most offerings.

Both Real Feel Pool and Real Feel Fishin' peripherals are bundled with innovative software. The Real Feel Fishin' Nantucket software offers extensive interactivity and actuality. The user chooses what equipment, location, and difficulty is implemented, and the software responds accordingly, allowing the user variety and control throughout the experience.

The heart of the Real Feel Fishin' experience lies in the product's accurate modeling of environmental conditions using data collected from marine biologists at each fishing location. Fish species and their migration routes, swimming characteristics, feeding habits, and fighting motions are modeled with data collected by professional fisherman from the Nantucket Island area. In addition, the simulated fishing areas are modeled using three dimensional topography maps from the original oceanographic institute depth charts.

Other parameters that are modeled using actual data include tidal flows, water and air temperature variations, wind speed and direction patterns, and weather patterns changes. This data is then tied to a daily calendar with a 24-hour clock. Finally, the fighting and running tendencies of different fish species combined with fish lengths and weights are used to calculate energy wear-down levels and fishing line test breakage.

Digital video of each fishing location combined with the modeling data completes the simulation. The video includes changing weather patterns and various times of day. A multitude of other random 3D animation's are also used in the video including boats, birds and planes, and fish that break water and splash as they chase bait to the surface. The product is also rich with original hand painted graphics, digital sound, and digital video. In addition, Captain Bob's Fishing Book, is included. This book is a complete and comprehensive educational and training resource for fishing covering such topics as types of fish, tidal flow, fishing techniques, lure and bait dynamics, fish filleting, and cooking recipes and tips.

GiN: Are they compatible with other game software?

Hujar: Miacomet and InterAct Accessories have teamed up to deliver Real Feel peripherals that are designed to be non-proprietary so that all software publishers can support the features of these unique products and users receive the benefit of upgrading their favorite software with the use of these products.

GiN: With your devices it seems that more movement is required of the user than with a mouse and keyboard. How did you contend with the possibility of users simply not having enough space to use them properly?

Hujar: The products are designed with the assumption that they will be used in a home or office environment where space will be a limitation. In instances where the products require a swing that arcs over a wide area the products were shortened and weighted to simulate the feel of a full swing of a real club or bat and use materials that are softer and give more easily if they strike an object. This maximizes safety without sacrificing the objective of "real feel."

GiN: Your 'Real Feel Fishin': Surfcasting Nantucket' has a lot of information on many subjects, such as lures and Oceanographic Institute data. Is educating people about fishing one of your major goals with this game?

Hujar: Providing the most realistic experience possible is the primary goal of Real Feel products. To accomplish this goal a great deal of research is conducted in order to satisfy the most discerning sportsman/player as well as meet the goals of the amateur or occasional player. Learning and improving skills is a fundamental of any sport and its experience so we found it important to satisfy this requirement as part of meeting our primary objective.

Users of the games, like reality, can choose to just play or dive into honing their skills and learning more about their avocation.

We believe that the more information available, the more realistic the experience is going to be. It is possible for the user of the Real Feel Fishin' Nantucket software to be prepared to fish off the island of Nantucket after having had the exposure of this environment from the comfort of home using the Real Feel? Fishin' products.

GiN: What's this I hear about a 'Big Bubba' contest?

Hujar: While realism is our primary goal, fun is only a half step behind as our secondary goal. One of the benefits of simulations vs. reality is that you can produce environments and events that do not happen in reality but would be very fun if they did. The Big Bubba contest is a fun quest that will challenge the user to hone their skills in order to catch the biggest fish in this part of the world.

In "Catch Bubba," bottles float across the ocean at random times as the player fishes throughout normal locations. Inside each bottle is a piece of map to Bubba's secret fishing hole. Once all 12 bottles are located, the map is complete and the player can try to catch Bubba, the biggest fish in the ocean, at his secret hiding place. This feature of the game is ideal for children, and entertaining for all users.

GiN: When you were first developing the software, was online play a primary concern?

Hujar: Absolutely!

While fishing can be considered a personal experience a large part of the sport is competition that ranges from taunting about what one fisherman can accomplish in a given time and under certain conditions to full fledge tournaments.

Gaming definitely involves competition between opponents, and real opponents are generally preferred over the artificial intelligence of computer opponents. We believed from the start that the Internet would provide an necessary component of providing a vehicle to bring players together to increase the fun and enjoyment of the Real Feel gaming experience.

GiN: Do you feel the consumer base is ready for these types of accessory?

Hujar: Not only are they ready, there is a strong demand for these types of specialized peripherals. Users want their gaming experience to be more realistic, an environment in which they can apply their real-life skills. Real Feel peripherals look and feel like real sports equipment, offering the user a real-feel gaming experience that a keyboard or mouse cannot.

GiN: What sorts of devices are planned for the future?

Hujar: You can expect that we will provide devices and software for most major sporting experiences, such as golf, baseball, snowboarding, etc. The release dates for these products has not yet been determined.

GiN: How will your sorts of devices change the industry as we know it?

Hujar: The trend to specialized peripherals that immerse users in the experience has begun and is growing rapidly with products like force feedback steering wheels and joysticks. The Real Feel technology and products will fuel this growth and expand on the options available to users in the industry. The availability of these peripherals will challenge software publishers to upgrade their products to take advantage of this new level of game play, as well as fuel the creation of new products that will fully utilize all the potential of these devices to provide completely immersive and realistic experiences.

Because users can have more they will expect more and the industry will rise to the challenge of creating a new generation of real feel products.

 

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