EGLX 2016: Five Things I Learned About VR Gaming

<p>To quench my thirst for more information on virtual reality and what it brings to the gaming space&comma; I attended the &&num;8220&semi;Making Virtual Reality a Reality&&num;8221&semi; panel at EGLX 2016&period;<&sol;p>&NewLine;<p>The developer panel included Lee Vermulen&comma; a developer behind the recently released Modbox for the HTC Vive&comma; Lucas Johnson&comma; a famed narrative writer and CEO of Silverstring Media&comma; and Dustin Freeman&comma; a former worker on Microsoft&&num;8217&semi;s Kinect and a Mixed Reality engine for Occipital&period;<&sol;p>&NewLine;<p>Much information was given on virtual reality and the effect it will have on the gaming industry&&num;8211&semi;and I promise it&&num;8217&semi;s not all that obvious&period; Read on to learn about the best VR headsets and applications&comma; the difference between AR and VR&comma; and the development challenges when making games for the young technology&period; Answers to all of these questions and more have been taken straight from the mouths of industry experts&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">1&period; The Best VR Headset<&sol;h3>&NewLine;<p>You&&num;8217&semi;ll be surprised to learn that the best virtual reality technology does not necessarily involve the headset itself&period; &&num;8220&semi;I wasn&&num;8217&semi;t interested in VR at all until I tried Vive&comma;&&num;8221&semi; says Vermulen&period; Virtual reality wasn&&num;8217&semi;t something he wanted to develop for was because of things like motion sickness and a lack of unique ideas for the technology&period; What makes the Vive different than the other headsets he&&num;8217&semi;s tried in the past is its use of two handheld controllers that offer &&num;8220&semi;complete 3D precision&period;&&num;8221&semi;<&sol;p>&NewLine;<p>He thought that Valve&&num;8217&semi;s virtual reality experience gave a level of interaction that something like the Oculus doesn&&num;8217&semi;t provide&comma; and won&&num;8217&semi;t provide for a while&period;<&sol;p>&NewLine;<p>One of the games that enlightened him to the world of VR was Tilt Brush&comma; which lets you paint in 3D&period; &&num;8220&semi;Trying that &lbrack;the Vive&rsqb;&comma; you realize that there are so many more applications for system-based games and interaction stuff once you can really interact with your environment&period;&&num;8221&semi;<&sol;p>&NewLine;<p>I hadn&&num;8217&semi;t thought about the implications of having controllers to accurately manipulate in-game items&period; By comparison&comma; the PS VR doesn&&num;8217&semi;t give you the same level of 3D interaction&comma; because the move controllers are simply not up to snuff&period; The fact that the Sony&&num;8217&semi;s technology was only spoken about once during the panel&&num;8211&semi;to congratulate it for the market penetration its cheap price will likely afford&&num;8211&semi;says a  lot about what developers consider to be true next-generation virtual reality&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105546" aria-describedby&equals;"caption-attachment-105546" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105546 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03183205&sol;PSVR-1024x576&period;jpg" alt&equals;"PSVR" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-105546" class&equals;"wp-caption-text">Still a good gateway into VR gaming &lpar;PS VR&comma; Sony&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">2&period; AR vs VR<&sol;h3>&NewLine;<p>Augmented Reality and Virtual Reality are terms that get thrown around a lot&period; We have seen gaming applications that use AR technologies on Nintendo&&num;8217&semi;s 3DS handheld and the likes of Microsoft&&num;8217&semi;s HoloLens&comma; but what is the difference between this technology and the technology of augmented reality&quest;<&sol;p>&NewLine;<p>&&num;8220&semi;In virtual reality you&&num;8217&semi;re wearing something so that you see none of the real world and you are 100 per cent in a different space&comma; and that different space doesn&&num;8217&semi;t correspond to reality&period; Augmented reality is where you see the real world and then you see some objects on top of it&period;&&num;8221&semi;<&sol;p>&NewLine;<p>That&comma; as explained by Freeman&comma; is the technical difference&comma; but what development barriers exists&quest;<&sol;p>&NewLine;<p>Unlike virtual reality technology that is coming into its own&comma; Freeman believes that augmented reality won&&num;8217&semi;t be fully realized for years to come&period; The reason&quest; Augmented reality requires precision in order to make the changes to real-world environments look authentic&period; The technology has to make you believe that there is actually something happening in your environment&comma; and that means the overlaid effects used in augmented reality have to render with very low latency&&num;8211&semi;if not&comma; the experience will not provide an authentic feel&period;<&sol;p>&NewLine;<p>&&num;8220&semi;If you&&num;8217&semi;re working on AR&comma; level design doesn&&num;8217&semi;t matter&comma;&&num;8221&semi; he boldly says&period; Whereas virtual reality relies on procedural structures&comma; augmented reality technology has to take into account that the player may be in a different space each time they play the game&period; The world in augmented reality is real&comma; and therefore dynamic&semi; the world in virtual reality is developed by the game creators&comma; and therefore has expectations for how players will interact with the systems in place&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">3&period; VR is not a new way to play games<&sol;h3>&NewLine;<p>&&num;8220&semi;TV didn&&num;8217&semi;t kill the theatre&period; There is still going to be videogames that you play on the TV&period; VR in my mind is a different medium&&num;8211&semi;you are creating a different kind of thing&period;&&num;8221&semi;<&sol;p>&NewLine;<p>This poignant statement made by Johnson not only challenges how many of us may think about VR and its application in gaming&comma; but it highlights the importance of thinking of VR games as more than just a copy-and-paste effort to give us existing games with the ability to explore the in-game world virtually&period;<&sol;p>&NewLine;<p>Though I love the idea of being able to venture into game worlds&comma; the developers have better insight on how this technology will be best used&period; The example of Skyrim was brought up as an ideal game world to have in virtual reality&period; It sounds great&comma; but in practice the endless exploration that is led by the movement of a control stick can become nauseating&period;<&sol;p>&NewLine;<p>Going forward with the distinction in medium&comma; Vermulen suggests that games in VR will feel better if the environments are made with VR in mind&period; That means more complexity in a smaller space&period;<&sol;p>&NewLine;<p>This is what he says about games like Skyrim being ported for VR&colon; &&num;8220&semi;It&&num;8217&semi;s interesting in 3D because your walking through these environments but you&&num;8217&semi;re just constantly going into new spots and there is nothing in your vicinity to interact with&semi; it is just incredibly boring&period;&&num;8221&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105549" aria-describedby&equals;"caption-attachment-105549" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105549 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03183122&sol;Screen-Shot-2016-05-01-at-9&period;35&period;47-AM-1-1024x547&period;png" alt&equals;"Screen Shot 2016-05-01 at 9&period;35&period;47 AM" width&equals;"1024" height&equals;"547" &sol;><figcaption id&equals;"caption-attachment-105549" class&equals;"wp-caption-text">But it would be pretty &lpar;Skyrim&comma; Bethesda&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>For this reason&comma; new and interesting methods of play need to be explored that can only be experienced using VR&period; An example that was mentioned during the panel was to have the ability to look under a table or peer into compartments like a cupboard or behind a wall&period;<&sol;p>&NewLine;<p>I haven&&num;8217&semi;t considered this detective-like search mechanic for VR gaming&&num;8211&semi;I think that as gamers we look to worlds that are large and open&period; We like to speed through large areas and take in the beauty on a more macro level&comma; but pass on the opportunity to explore objects within the environment&period; I could see this type of interactivity&comma; especially with the motion controllers offered by something like the Vive&comma; become a staple of future story-driven games&period; Titles like Gone Home or mystery&sol;horror titles like those found in past Resident Evil games would benefit from being able to pick up notes&comma; turn over emblems&comma; and twist keys&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">4&period; Development Difficulties<&sol;h3>&NewLine;<p>It is sometimes hard to imagine the woes suffered by a developer&comma; especially when it comes to creating games for new technologies&period; One of the difficulties of developing games for VR is what Freeman calls &&num;8220&semi;attention design&&num;8221&semi;&period; Attention design is a method of game design used to provoke and control the player&&num;8217&semi;s gaze in order to direct the player&&num;8217&semi;s attention toward what the developer wants them to see&&num;8211&semi;a focal point&&num;8211&semi;in a given moment while playing a VR game&period;<&sol;p>&NewLine;<p>Freeman uses the room the panel takes place in as an example of an in-game environment where our attention would be split in so many ways&colon;<&sol;p>&NewLine;<p>&&num;8220&semi;I load the person into the room  &lbrack;your character in VR&rsqb;&comma; and they are just going to spend 90 seconds being like&comma; what&quest; what&quest; what&quest; And the game has already started and there was an experience you were supposed to be paying attention to&period;&&num;8221&semi;<&sol;p>&NewLine;<p>To solve this issue using attention design&comma; he says he would simply have all the lights in the virtual room turned off except for the one that spotlights the area he wants the player to look&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105550" aria-describedby&equals;"caption-attachment-105550" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105550 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03183058&sol;Creed-1024x576&period;jpg" alt&equals;"Creed" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-105550" class&equals;"wp-caption-text">Now focus&&num;8230&semi;focus &lpar;Assassin&&num;8217&semi;s Creed Unity&comma; Ubisoft&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p>In addition to the methods developers have to come up with to prevent gamers from rubbernecking&comma; cutscenes in VR also require special attention because they are not possible&period; That&&num;8217&semi;s right&comma; static cutscenes can&&num;8217&semi;t be developed for VR&comma; at least not in the same way we experience them in non-VR games&period; Instead&comma; developers will have to rethink environmental design so that visual and interactive stories are told through the aesthetic of the games&period; Talk about showing and not telling&excl;<&sol;p>&NewLine;<p>These difficulties go hand in hand with the imperative to think of VR games as a different medium&period; I think that once developers establish the differences between VR and traditional games&comma; they will appropriately shift their development methods&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">5&period; Harassment in VR Multiplayer<&sol;h3>&NewLine;<p>&&num;8220&semi;When you&&num;8217&semi;re in VR multiplayer with another person&comma; it really feels like you&&num;8217&semi;re there&comma; which is great especially when you&&num;8217&semi;re with your friends&period; But when you&&num;8217&semi;re with a jackass it&&num;8217&semi;s a horrible experience&comma;&&num;8221&semi; Vermulen gripes about a new way for online players to drive you mad&period;<&sol;p>&NewLine;<p>He explains that in current online games&comma; competitors can only trash talk in the lobby&comma; but in VR games&&num;8211&semi;as with his experience&&num;8211&semi;they can do things like wave their hands in front of your face for the duration of the wait time&period;<&sol;p>&NewLine;<p>It seems that with all its highlights&comma; not even VR gaming can save serious gamers from harassment&period; Maybe a virtual slap in the face will resolve this issue&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>There you have it&&num;8211&semi;VR applications&comma; woes&comma; challenges&comma; and innovations straight from the developers themselves&period; If you&&num;8217&semi;re looking to learn more about this critical shift in gaming&comma; head on over to my article so see why I think we haven&&num;8217&semi;t seen such a movement since Super Mario 64&period; For more on VR at EGLX 2016&comma; you can read my hands-on demo of Mervils early next week&period;<&sol;p>&NewLine;

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