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Creating Virtual Reality Games: The Fundamentals
 
 
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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 4 of 4
 

Tips for VR Games

Enough with the philosophical considerations, for now. Here are a few practical tips:

Scale 1. The scale of the world has to be realistic. You should feel like you are the right height (unless you want your player to be a child, as in Among the Sleep). Head movements should not be amplified (unless you're using redirecting techniques).



The easiest way to achieve Scale 1 is to make sure that 1 world unit is 1 meter. The field of view should exactly match the field of view of your HMD. In an ideal world (or big industrial VR system) the distance between your two eyes should also be correctly measured and used. Your brain picks up all these cues; you might not be able to create or maintain presence -- and even make people feel sick! -- if you don't strictly follow this rule.

Know your hardware. Know the range of tracking: Can my hardware track translations, or only rotations? If the tracker also reports positions, up until what distance? What's its precision? When does the tracking data stop being usable? Know the field of view: As you are supposed to follow the "Scale 1" rule, you shouldn't distort the virtual field. If the field of view is narrow, the user will have to move her head much more to see around than with a bigger field of view, and might miss some important action in the periphery. Know the resolution: if you want the user to read information, she will have to come much closer with a low-resolution display than with a high-resolution display. As with Android development, your game might end up running on different hardware. We will soon have a HMD war with lots of HMDs, each with different characteristics. Using tools like MiddleVR will help you work with many different VR systems.

Have a consistent viewpoint. If your game is a first person game, avoid playing cinematics or making the player drive a vehicle from a third person view. It breaks immersion.

Break habits. Longtime video game players have bad habits: when they wear an HMD they will stand still, as if they're seated in front of a TV. Those who are less experienced with games people will naturally look around. Gamers need to unlearn the constraints of current games. In a tutorial, you should force the user to look around and move his hands. Your game should also take advantage of those new possibilities. For example, in a recent game prototype I worked on, we had enemies appearing to the right, left and above the player; there is no joystick/mouse to navigate and look around. It forces the user to look around and aim with his hand to get all the enemies. In another game prototype I worked on, the only interactive object is a candle in a very dark environment. This was a great way to force the player to explore: he naturally took the candle, and used it to explore the dark environment, pushed some objects, and burned others to solve the puzzles.

Try to keep the player active. In Heavy Rain, for example, you're almost always playing. There are numerous cutscenes that look like videos, but suddenly you'll have to perform an action. If you don't have the game controller in your hands at this moment, you'll fail the action. This forces you to always be alert and ready.

Another very interesting feature of Heavy Rain is that the game happens in real-time, which means you sometimes have to take decisions and act fast: do I have to shoot this guy before he kills my partner? You're forced to act quickly -- and as in real life, once you make a decision, you'll never know if it was right or not.

Create realistic puzzles. Still another example from Heavy Rain: You're in a rush and have to phone a room in a motel. Can you remember, in less than 15 seconds, the room number? Just as in real life, you have to dig it from your memory while experiencing a lot of stress.

Finally, work hard on presence. Presence is not easy to build. Start light, test often. Build presence slowly, make small additions, test again. The experience is what happens in the user's brain! Your simulation enables the experience: it is not the experience! Presence should be natural. Observe the reactions and modify the game. Don't throw in every possible gimmick just because it will make a cool video. A lot cool videos really end up being terrible experiences.

Conclusion

There is of course a lot more to be said about developing a VR application, but I hope this article got your attention on some fundamental points. I leave you with this quote that I hope you will apply:

"Our approach is to treat virtual reality as something quite new with its own unique conventions and possibilities that provide a media where people respond with their whole bodies, treating what they perceive as real."  - Mel Slater

 
Article Start Previous Page 4 of 4
 
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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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