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  Creating Virtual Reality Games: The Fundamentals
by Sébastien Kuntz [Design, Console/PC, Serious, Indie]
16 comments Share on Twitter Share on Facebook RSS
 
 
May 23, 2013 Article Start Previous Page 2 of 4 Next
 

Why (Not) Create a VR Game?

The first question to ask is whether your game would be relevant in VR. It's like with 3D. Not everything is interesting in 3D, and if it is not appropriate it can get worse in VR!

So why go VR?



The objective of VR is that you feel like you're present in another reality, whether it is realistic or not. For me, presence is the definition of VR. Without presence, there is no VR!

Obvious game genres that would be great in VR are all the first-person games, like first-person shooters. Imagine Mirror's edge or Call of Duty as VR games! Some third person games like Assassin's Creed, Splinter Cell, or Gears of War could potentially be converted to first-person, so we can actually be the hero. Of course, I'm sure we will see a revival of puzzle and exploration games. We will also probably see very different VR games in the future: God games? Guitar Hero?

But I think the games that will benefit the most from VR are those that try to generate emotions in the player.

Survival horror games would be extremely intense. Also take Heavy Rain, for instance. The game is great; I felt really present, and I experienced a lot of emotions while playing it. However, the game was sometimes ruined by non-natural interaction, and lacked half the presence -- the physical presence. And this is where VR can help!

VR as a New Medium

I should say a word of warning here before continuing: adapting existing games to VR is difficult if they weren't designed for this from the outset. VR is like radio or TV at their beginnings: radio was only used to broadcast opera, and TV was only used to broadcast theatre plays. Slowly, people started to create content specifically tailored for these new media. Camera movement, zoom, and cuts created a new grammar for film, for instance.

The same will happen with VR! At first, there will be a lot of adaptations of existing games that don't take full advantage of presence, and might even damage the field: adding VR will only marginally improve immersion, thanks to the display, but awkward controls and gameplay unsuited to VR could potentially make the experience poorer than it originally was.

I'm happy to see that a lot of indie developers are creating new games with VR in mind from the beginning, which is the right way to do it. And why wouldn't they? VR is the ultimate experience! Those of us with experience we will happily provide feedback for your game, so don't hesitate to contact me.

Presence

As I said, presence is, for me, what defines VR. Without this feeling of actually being somewhere else, your system is just an interactive 3D system, not a true VR system -- even if it costs millions of dollars. Trust me, I've tested a few of those, and it's a tragedy.

Once you get presence, your player will experience natural reactions and emotions: if you're on top of a high cliff, you will experience the fear of heights (guaranteed). If a virtual ball is thrown at you, you will try to catch it. If an avatar saves you from certain death, you might actually smile at him. True story!

Presence is a complex and subtle topic. Mel Slater is one of the scientists conducting some of the most interesting research on presence. In a well-known article, he splits presence in two: cognitive (mind) and perceptive (senses).

Most people report presence when playing a game, watching a movie, reading a book, or just hearing a story (the roots of VR!). This is actually cognitive presence -- where their mind takes them to another world.

Perceptive Presence

All of these experiences lack perceptive presence, which is in fact fooling your senses in a realistic way. Vision, but also sound, touch, smell, proprioception... Keep in mind that humans are not able to perceive the world perfectly: the human brain makes all sorts of simplifications. Knowing the limits of human perception, which is a fundamental part of understanding VR, allows you to create perceptive illusions, such as redirected walking or impossible spaces.

So how do you achieve that?

For me, the most basic way of creating perceptive presence is by using head tracking. Moving your head and, as a result of this movement, seeing the world from a different viewpoint, is the basis for the action/perception loop.

So you need to be able to move, and those moves must have an effect on the virtual world. Your body is engaged: as Antonio Damasio says, "the mind is embodied, not just embrained."

Breaks in Presence

This also means that if, as a result of your actions, you're not getting the result that you're expecting your brain will know something is wrong. This is called a "break in presence" (BIP).

If you have only one goal when creating a VR game, it would be to create and maintain presence. Feeling present in an empty room is VR. Not feeling present in Gears of War is not VR.

 
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Comments

Tarique Naseem
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Nice to see some of my old games on there :)

I used to work for Virtuality back in the day. We specialised in VR games for the arcade, so it wasn't just research labs and enthusiasts. We also did plenty of work for those industries you mentioned in the article too, which actually proved to be a lot more lucrative. Unfortunately, back then (mid-90's) industries were quite scared of sticking their necks out with this new tech, although there were a quite a few which did and worked really well for them, mainly advertising.

It's great to see that the tech is making a resurgence, and very affordable too, so I'm hoping to see some interesting apps/games pop up.

I've had a play with the Oculus Rift too, and wasn't expecting much, but, boy was I surprised! And this is coming from a VR 'veteran' :)

Sebastien Kuntz
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Glad to meet someone who actually brought me to VR !
Thanks for the job you did so long ago :)

Stephen Northcott
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Hey Tarique,

When are we going to get together and remake Exorex or Dactyl for Oculus then? :p
I am sure I have the code lying around somewhere! ;)

I just want to re-iterate what Tarique said about "not expecting much" but being actually blown away by my first go in an Oculus. It was also a pleasure to meet the Oculus guys at Fanfest in Iceland this year.

I am excited to see where all this goes...

Stephen.

David Navarro
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Oh, man... such great memories of Dactyl Nightmare. :)

Tarique Naseem
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Hey, now worries. I'm just glad that the work we did back then is being talked about. And there's me thinking we'd all been forgotten :)

One thing worth mentioning, in relation to your article, is sound. This sometimes took a backseat during development, which is a shame as I would always argue that getting the sound right was as important as visuals, to create a more immersive experience for the player.

As well as ambient sounds, intelligently placing sounds in 3D space adds so much to the overall experience. For instance, sounds of a bubbling stream would come from the direction of the stream itself. Elements like this would be used to direct the player to either head in that direction, or make them notice things outside their current field of view.

Ideas like this came about as we noticed that a number of gamers would never look around, due to their unfamiliarity with VR (or might have been due to having a heavy dustbin strapped to their heads!). Adding audio cues outside of their field of view helped a great deal.

Coupled with this, adding gameplay elements slightly outside the players fov is also good technique. After all, it's a VR experience, and we want them to actually look around, rather than have everything happen right in front of them!

You're also right about converting existing titles to VR. It's hard, and they just don't work very well. I was tasked to do this on a previous contract, converting 'Soldier of Fortune', and a couple of other titles to VR, and there was far too much to be done to even get it remotely working well.

Differences in FOV and ability to look around would cause major issues with the culling, etc. Of course, being (fast paced) first person shooters, they don't really lend themselves to playing with a tethered headset unless you want to strangle yourself with the cabling! Coming up with new, more innovative game mechanics is the way to go, and a lot of thought needs to go into the design of the environments, so people don't get themselves tangled up, which takes out of being 'present'.

Anyway, fabulous article, and a great primer into VR development.

Sebastien Kuntz
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Thanks a lot Tarique.

Your point about sound is totally right, we have experienced it many times.
Adding basic sounds is "easy" and adds so much to immersion !

And yes you have to know and incorporate the constraints of your hardware (Cables, resolution etc..) in your game design, just like you do with a keyboard or mouse !

TC Weidner
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great article, I am really excited about the Oculus. Having tried it I think it really is a dawn of a new age of gaming. A new door has been opened, as you mention not all games will need to use this tech, but for those that can capitalize on it, it truly is a game changer. I really think seated games will be the first to take off, Thinking games like Star citizen, Road redemption etc as being seated in real life and in game takes a lot of the nausea factor away. Among the sleep will be interesting as you play as a 2 year old toddler.

To be honest having tried vr on and off for years it never really grabbed me the way I wanted it to, its always been kind of gimmicky, but the Oculus has really done something right. Really looking forward to seeing their consumer model, hopefully with the resolution upgrade etcc.

Anyway, just wanted to say, Im kind of envious of you guys, you put in your dues but I think your field of gaming is about to pay off and take the industry by storm.

best of luck to you.

Ahmad Jadallah
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Nice article!

I am interested in how a technology like Oculus Rift can be used in a third person action game. I mean all the demos I have seen of it have been in first person. Does it make sense to use it for third person?

Sebastien Kuntz
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Hi Ahmad,
thank you !

That's a great question!

Some people say it will work:
http://www.roadtovr.com/2013/05/10/vr-and-3rd-person-an-unexpected -world-of-poss
ibilities-5697

Neuroscientist also show that your brain can accept a third person representation of your body:
http://www.youtube.com/watch?v=mD7NzrBgXwM

So in theory it should be possible, but I think it will probably be harder to achieve presence
because your brain has to accept the whole avatar as your own representation.

Your brain is used to first person view, that's its natural way of living.
In first person view, you "only" need to create some parts of your body correctly.
But especially you don't need to recreate a whole realistic face.

It's already very hard to create a realistic face (of somebody else) in realtime 3D that you can accept,
it's even harder to accept it as your own! You would have to replic all mimics nearly perfectly.

I have no doubt we will get there soon.


The other possibility is that you act as a kind of god, and the avatar is not exactly you, it's your agent, which would make things easier..

Dustin Chertoff
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To be fair, presence doesn't require a first-person view. Presence is very simply a measure of whether you believe you are at the virtual location your senses reveal. The question of first- versus third-person view is one of agency. There is plenty of research on agency and presence (search for agency and presence in google scholar, and read the first two articles that show up). Generally speaking, the more you believe you are the person in the virtual world, the more likely you are to be present. But it is not a requirement.

This obviously has lots of design implications, as if you are designing an immersive 3rd person game, you need to make sure that the "person" you become is one that could see the entirety of the world.

Brian Tsukerman
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Excellent advice that I'll keep in mind. I'm still waiting for mine, but I was blown away when I tried it and can't wait to see how it works with TF2 and Skyrim.

My top concern though is the controls, as the Oculus will have trouble launching without a comfortable control scheme. Keyboards and controllers are the most direct, but also not especially conducive to the players presence. However, tracking motion gives me an idea...

Mike Swayze
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I remember playing 'Descent' at lunchtime (it would be ideal VR) and almost falling out of my chair.

programming 3D- I'd hate to get stuck in the middle of gymbal lock within a VR environment...

Darshan Gayake
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sabastian
Great Informative Article!!!

I would love to see 3rd Person games too in VR as you can always adopt psyc of god mode or consider your self as acomplice or guide of main protegonist who executes your wish...its matter of approch you adopt then in this case there is no need to avataar to resemble your looks, is it?

I have played Dead Space 1,2,3 Mass effect 1,2,3 Dregon Age 1,2 and Darksiders2 all seem way perfect with few glitches in S3D with Tridef Ignition on my LGD2342P and with dark room and my Seinheiser Head phones seating just a feet away of 23" 3D monitor playing all these games in 3D make me feel inside game, of course not truly part of game but yes being inside game i already had this feeling.

I know with HMD like RIFT it will be 10 Fold magnified but then i feel sad when people represent sarcastic or skeptical views on 3rd Person Games in VR.

They will be surely magnificent if you had followed basic guidelines already mentioned by you.

I also strongly believe that adopting Flexible OLED (Bendable) display is more ideal in future RIFT as it can asure 180 Digree Horizontal FOV which i think is Must for fully immersive experience. With HD Screen and nice head tracking it can give "MATRIX" Experince many including me crave for. we already have 10.1" Tablets with 2048x1536 which can translet in 1024X1536 per eye and things are improving

I would also like your view on Variable 3D depth model where depth being high in centre of screen and decresing gradually towards both end of screens being minimum there. i think this is realworld scenario how we look the world being depth highest at 90" and lowest to NIL at 0 Digree and 180 Digress, i don know what would be hardles adopting it! but it could help a lot in keeping interface/HUD at both corners besides tactical HUD like DEAD SPACE is great but thats beyound logical for mytho or historical games besides can not be applied in FPS Games.

Dustin Chertoff
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Great article. I'm glad to see someone put all the years of VR research into an approachable guide for those interested in creating VR games.

For those of you interested in ways to measure presence in your games/virtual worlds (and experience in general), you can check out this paper I wrote a few years back (http://www.academia.edu/930920/Virtual_Experience_Test_A_virtual_environment_eva
luation_questionnaire). I'm happy to answer any questions you might have about how to use the VET if you decide to look into it further.

Alex Nichiporchik
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I can't wait to play another 700 hours in TF2 while wearing the Oculus and running on an actual VR pad. Healthy gaming here we come!

kevin williams
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Interesting article.

@Sébastien Kuntz - did we meet when I was briefly consulting for Ian the Virtuality Dev Director?


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