That much is now true of Microsoft and its stance on going after those who were making third-party software drivers for its Kinect hardware accessory.
The story of how we got there is now, for the most part, well known. The product came out and was taken to immediately, not just by gamers but also by tinkerers who wanted to have their way with the hardware and use it in places Microsoft was not yet offering--like on its Windows operating system.
What's interesting about all this though, is that it's a distinct departure for Microsoft, given a history of increasingly closed hardware accessories that make up the Xbox ecosystem. Admittedly, Kinect is a very young product, having been on store shelves for less than a month, but it's already proving to be a hit for Microsoft, selling more than 2.5 million units in its first 25 days on the market. The company estimates that it will sell another two and a half million by the end of the year, which is quickly approaching.
So is the move to encourage tinkering part of that drive for success? Is Microsoft hoping some of the videos of virtual lightsabers and 3D camera shifting to get people that may not have purchased one to think again?
How we got here
Kinect was made available to developers shortly after it was announced at Microsoft's press conference at E3 2009. Following the hardware's consumer release earlier this month, enthusiasts quickly got to work creating software of their own that would let them tap into the device's array of cameras, microphones, and the built-in motor. This process was, in part, incubated with financial encouragement from Adafruit Industries, which promised to reward the person who could create an open-sourced driver for the device with an ever-increasing amount of cash.
Microsoft Kinect Open Source
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