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Chronicles

The story behind the story

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Former Rare game developers explain why Kinect stalled: technical limitations, lack of killer content, Microsoft's tactical reversals in response to PS4, more

Rare and the rise and fall of Kinect  —  Cancelled games, Xbox 180s and Kinect Sports - the story of a revolution that didn't quite take off.

Eurogamer.net Edwin Evans-Thirlwell

Context & Ripple Effects

This Eurogamer oral history lands mid-arc: Rare's cancelled Kinect games were still fresh in late 2015, two years before Microsoft would stop manufacturing the sensor after roughly 35M units sold. The developers' three-part diagnosis — technical limits, no killer content, and the tactical reversals Microsoft made chasing the PS4 — explains why a launch-day differentiator for Xbox One became shelfware.

The story also foreshadows what came next: the same depth-sensing hardware was repurposed into Project Kinect for Azure, and later retrospectives from former Microsoft employees reached similar conclusions about why the consumer platform never took off.

First-order effects

  • Rare's internal studios absorbed the immediate damage, cancelling Kinect titles mid-development as first-party support dried up ahead of the 2017 end of production.
  • Third-party developers who had budgeted around Kinect's install base lost their differentiated-input pitch, since the developer retrospective confirms the platform never achieved mass adoption beyond bundled units.

Second-order effects

  • Sony's PS4 pressured Microsoft into public reversals — unbundle moves and messaging flips — that further eroded Kinect's perceived value, turning a hardware bet into a competitive liability rather than an advantage.
  • With the gaming market closed off, the sensor's viable customers shifted to non-gaming niches — interactive art and other experimental uses — leaving Microsoft to find an enterprise home for the technology instead.

Third-order effects

  • Microsoft's eventual pivot of the hardware into Azure AI tooling established the pattern for failed console peripherals: consumer-facing sensor bets recycled into cloud and enterprise platforms where developers, not living rooms, are the buyers.
  • The 'Xbox 180' reversal dynamic Rare's devs describe recurs in later Xbox strategy criticism over confusing release plans, suggesting platform-level strategic whiplash has become a structural feature of the brand rather than a one-off.

The trend: Console accessory bets that fail on killer content are being retired from the living room and repriced as enterprise sensing platforms inside cloud ecosystems.