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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Review of Yourself! Fitness December 22, 2004 - by Ian Bogost
ResponDesign was founded by fitness and athletic shoe executives who raised an impressive US$5 million in VC funding to become the first indie developer/publisher of fitness games. In fact, the company is based in Portland and has a parntership with nearby Nike that allows them to take advantage of the latter's advanced consumer focus group and athletic experts. The company's first title, Yourself! Fitness, is quite easy to characterize: it's an attempt to reinvent the home fitness video in the interactive medium of the videogame. The game features Maya, an intricately, uhm, modeled "virtual personal trainer" who serves as the game's hostess and personal trainer. Maya is a fascinating specimen in herself, a sort of anonymous amalgam of cultural and racial representation who could pass for caucasian, persian, and latina. At the Games for Health Conference earlier this year, pediatric exercise expert Vish Unnithan pointed out to me that Maya is in-shape but non-threatening; she is very toned but yet soft -- approachable. The game itself is ingeniously simple -- the player sets up a profile by setting their height, weight, vital signs, and goals. Maya then crafts a customized training program that typically requires less than 30 minutes per day. The majority of the routines are standard aerobic exercises, guided by the intricately motion-captured Maya. However, the game does take advantage of the procedural affordances of the medium. When you start playing, Maya takes your heart rate and asks how you're feeling. If you're not up to working out, she might give you a pass for the day. In other circumstances the developers say that Maya might advise you to go out for a walk or a jog, although I haven't seen this yet. You can also play the game without setting up a profile, but this "quick play" mode rather decimates the game experience over the long haul. The game also features a yoga mode, but it's impenetrable unless you already know the basic yoga moves and positions, which I didn't. Provided ResponDesign and Microsoft can get through the pending lawsuit over this game, I know the former has plans to release new editions of Yourself!, including one devoted to yoga specifically. Consider the yoga mode a taste of things to come.
Because the game attempts to provide a holistic fitness regimen, it also offers menus and recipes for healthful eating. While well-intentioned, I found this aspect of the game frustrating and ultimately useless. The menu feature asks the player to input the number of calories he or she plans to consume per day and builds a menu based on that input and other saved settings. Given the computational power of the console, it's truly disappointing that the game asks the player to master a numerical system like calorie intake, something the computer is far better able to make sense of. I'd much rather have had Yourself! Fitness help me build a diet profile that determined my proper daily calorie range and provided menus accordingly. Of course, you still have to get the menus and recipes from your TV into your fridge and eventually your body, which inevitably requires that very non-computational technology, paper and pencil. This is perhaps the only case where the PC version of the game has an advantage (see below), provided the game can output directly to a printer.
Yourself! Fitness is currently available for PC and Xbox, with a PS2 version due out in January 2005. I imagine the PC version was released to accommodate those players who don't have a console and don't want to invest in one -- yet. Unless you're one of the ten people who has a Media Center PC, forget about the PC version. The fact that the title was launched on Xbox should remind us of just how much Microsoft is invested in taking over our living rooms. While the PC version allows players without a console to get into the game for under US$30, playing Yourself! Fitness on anything other than a console is a recipe for disappointment. Following its exercise video pedigree, the game simply requires the living room floor. There's no question that Yourself! Fitness is a brilliant business and marketing maneuver. The game deftly updates the aging VCR exercise video for the videogame console. In fact, the company's ability to land the funding to create the game in the first case seems predicated on this very identifiable market shift -- same idea, different medium. As ResponDesign co-founder Phin Barnes noted at Games for Health, women should get something out of the $150 investment in the Xbox they buy for their kids. Female consumers dominate both the home fitness space and the videogame retail space -- they make (or "approve") 75% of consumer electronics purchases. Personally, I think Barnes is right -- the most promising market for the game is among parents, especially mothers, of kids who own a game console. While the kids are at school or in bed, mom can make use of junior's Christmas present. With a creative distribution partnership with Nordstrom and a research and marketing partnership with Nike, ResponDesign is indeed exploring new terrain in getting videogames to market. The game itself is very feminine, and I can imagine many husbands and boyfriends rejecting it for that reason, despite Maya's Maxim-worthy good looks. But Yourself! Fitness suffers from a significant problem of motivation. Whereas DDR and Eye Toy completely reinvent the idea of exercise by creating incentive to get physical through gameplay, Yourself! Fitness falls quickly into dry repetition. To play Yourself! Fitness effectively, you must already be self-motivated to start and continue a fitness regimen. Such a requirement simply does not exist in games like DDR, which produce exercise as a quasi-emergent outcome of play itself. The attempt to motivate players through unlockable backgrounds and music is a mixed metaphor -- an attempt to graft a rather mismatched goal-directed play onto the game. This problem would have been less severe if the rewards were integral to the gameplay; DDR provides music unlocks, but music is the centerpiece of DDR gameplay. Even a kind of unlockable progression of exercises, akin to learning new forms in a martial art, would have been a better choice than a new pagoda background. That said, Yourself! Fitness offers a much more consistent, formal kind of aerobic exercise, something that DDR can't purport to recreate. Yes, DDR and Eye Toy do have higher learning curves, but they also provide adequate motivation to do the learning. For players who are more concerned with the form of their exercise than just getting some exercise in the first place, Yourself! Fitness is a clear winner. But how many of those people really exist? Yourself! Fitness marks an important moment in videogames -- an unabashed, AAA-level effort that tries to take the medium beyond entertainment. For that, I give ResponDesign much-deserved credit. The game itself is top-notch with very high production value, a real specimen of where non-leisure games can go. But the implementation of a procedurally-customized exercise program that remediates the exercise video seems like incremental progress to me. The promise of games like DDR and Eye Toy is in their ability to engender physical activity through play without demanding the player to adopt a complex, indeed ideology-steeped understanding of "fitness." Those are the exercise games that interest me most. Comment from Chris Norman on December 22, 2004
That screenshot seems more suited to virtual kung-fu training than aerobic exercise. "Woah." And it would still probably be a better game than the Matrix Reloaded. I remember running myself stupid on the Power Pad in some of those old NES Track and Field games - unfortunately, living in a Brooklyn apartment makes games like these unfeasable. I think the key to a "game" like this is to really work up the character of the personal trainer - make the player feel a personal attachment to be able to get motivated to participate. There also needs to be a different rewards program - unlocking levels might be familiar to a gamer, but that doesn't sound like their main target audience with this game. Maybe an online ranking board - who has lost the most weight? Like that reality TV show? I could see where this piece of software fits a certain niche, and as you mentioned in the review, could probably harness the power of the console to be even more flexible - how about a version that downloads the menus and exercise suggections into your portable console? I imagine a great secondary source of revenue for a game like this would be to take it online and provide different exercise routines/personal trainers for download - a homebound player might consider it reasonable to pay a subscription fee that is a fraction of the cost of a gym membership to get access to fun and engaging varied workout routines. Coupons could also be offered for workout equipment for subscribers, and could also be incorporated into the rewards scheme. Comment from Ian Bogost on December 22, 2004
Chris -- I do know that the ResponDesign folks are intending to add some features to future products along the lines we are discussing, although I think they are still focusing more on what I absentmindedly call "formal fitness" ... that is, things like creating feedback loops with physiological feedback. Right now, the physiological feedback for heartrate and stuff is completely manual... you tell Maya what you measure. As you can tell, though, I'm not so interested in the physiological as the motivational problem. Comment from Chris Norman on December 23, 2004
I completely understand. Thats why I (albeit fleetingly) touched on the idea of extending the game to the online realm - following the same logic that motivates real-world gyms to offer a "friend joins for free" program (or even the type of inter-character relationships that sprung from a game like Animal Crossing), having another actual person along for the ride would be much simpler than attempting to breathe life into the virtual trainer enough to make people feel like they weren't watching a scripted series of events. But the key to something like this would definately be a character that develops a personality rather than acts as a UI to the algorithms in the background. However, that's something I could only offer uninformed suggestions about, particularly given the limitations of the current generation of hardware. Comment from Ian Bogost on December 23, 2004
Funny, Animal Crossing is just the model I was thinking of today. I think there are many lessons that could be directly applied to YF. Just creating a binding between the real world calendar and the game world would have gone a long way. Comment from ErikC on December 26, 2004
What about a webcam inserted into a small window in the game Comment from Calvin on December 28, 2004
Not sure that YF can fit into gaming niche. I think it's much simpler. For less money and without going to fitness studio you can workout as good as anywhere. Comment from Kevin on January 7, 2005
I think something the developers really missed out on was the online ability. It would have so easy to make a weight loss board or performance rankings. Comment from Jasen on January 10, 2005
From what I've seen, the game is targetted squarely at women. They think different than us guys who have responded to this topic - what they think is important is different than us. Also, the demographic is more soccer moms than their teenage daughters; so their sense of reward motivation is likely different than that of experienced gamers. i.e. Unlocking new settings and music is probably just fine for them. RE: Online play. The YF website has a forum where people (women) are posting their workout history and results. This provides the non-threatening, community atmosphere. Us guys want the online thing so we can compare performance, see who's better than who, and WIN! - Jasen. Comment from Erin Moyer on January 10, 2005
Really enjoy the program. I think that working out with someone simultaneously with me would be counter productive for me. I don't object to being offered the opportunity, but the fact that I can do it in private is what I like about it. I'm not fat, but I have no rhythm or willpower, and that's what keeps me out of the gym. I like the idea of downloading different trainers (could use a tan, tall, muscular male!), settings and receiving coupons for clothes, shoes and equipment. I am enjoying this program, but I am already saving up my money for the sequel! Comment from radman on June 16, 2005
I do ddr regularly. It is great motivationally...but there is too much downtime between each song and I am not getting great results in losing weight. Wonder if this would help with that. I do heavy mode for an hour and it says I have "jogged" 10 miles. But...if I jog 10 miles, I am way more fatigued than after the DDR. I am just not convinced that it is doing it for me. They need a more consistant exercise program for DDR. They made it worse with the new DDR extreme because you can't set up a 20 minute exercise routine... you have to do the game and check the stats later. Will this program do better? Has anyone else compared the two?
Comment from Super Jess Baby on September 20, 2005
My husband and I bought this "game" recently because we both want to start living a healthier lifestyle, but are self-conscious going to the gym and want to do more than just walk or run on the treadmill for 45 min. I like the meal plans it provides (though I do wish that they had calculated how many calories to take in a day for the fitness goal I want to achieve) and don't follow them exactly, but will use them for ideas when I have no idea what to make. I looked through most of the recipes and noticed that not a lot was different from what I already eat, just cutting out the sweets and over-eating. I can stick to that (I love the goldfish crackers and beer as a snack idea...) Comment from Walter Huber on January 14, 2006
"Maybe an online ranking board - who has lost the most weight? Like that reality TV show?" There is no way this would make sense. So many would cheat that this ranking would mean nothing. Comment from Kevin Dennehy on February 11, 2006
what a complete waste of an xbox i mean come on its supposed to be a games machine not somthing you would find at a health club. Comment from Namron63 on December 28, 2006
Ian , I would bet that fitness is not high on your priority list, nor are you a woman. Guess what? Women who want to become more fit was the target audience of Y!F. I'm sure you are a great reviewer and know your atuff, but I doubt you would be the best person to review an instructional game on natural childbirth.... This product has a fanatic following and it is a shame that someone may end up destroying it because they want to see if they can receive some money via a nuisance lawsuit. People who trash this idea have no clue what is being attemoted here. They belong in the same genre as those who trashed personal computers back in the 1980s. Given a chance to combine the fitness/diet industry with the gaming industry; what idiot would pass? Remember when they thought that Nike was crazy to produce a sneaker specifically designed for long distance runners.... This game is a godsend for many people - just go to F!Y forums and see how many people whose lives have been improved by this game. Just how many lives have been verifiably improved by all the other games you have reviewed??? Its time to realize that game consoles are not just for mindless bubbleheads... THANK GOD !!!! POST A COMMENT
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