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“The designer doesn’t come in the box.” It’s easy for designers to forget that players don’t initially know how to play their games, and adding tutorials too late in production can lead to bad first time user experiences (FTUE). As always, VR only complicates the problem. This week, we discuss all these issues and more. How exactly do you train your player to play your game?
Timestamps:
0:58 - Introduction
4:50 - FTUE
7:56 - "Glimmer Grove" Example
10:45 - Walking Dead: Saints and Sinners
17:30 - Limiting The Lessons
21:00 - Avoid Teaching the Wrong Thing (Battlewake)
24:36 - Player Expectations
27:47 - Ongoing Instruction
31:06 - The VR “Wow!” Moment
33:56 - Building Feedback into your Mechanics
35:50 - VR Conventions
39:09 - Wrap-up
Games We Mention:
Fruit Ninja VR
The Walking Dead: Saints and Sinners
Vader Immortal
Battlewake
SUPERHOT VR
Until You Fall
Shadow of War
The Last of Us Part II
Asgard’s Wrath
Stormland
We talk about POPULATION: ONE, the next big VR battle royale. Carlos raves about the game while Matt brings a critical eye to temper the fandom. The marketplace of ideas has now become an arena...and to the victor goes the bananas.
Catch the full show notes here.
Smooth or Teleport? Armswing or Joystick? These are some of the most contentious questions in the VR community, but as developers we have to know how to design content that works for all players. Listen in to hear how game developers think about how you move in VR!
Catch the full show notes here.
Timestamps:
01:09 - Why do we need both Teleport and Smooth Locomotion?
05:26 - Exceptions to the rule
10:20 - Challenges of Teleport Locomotion
13:15 - Feature Idea: Edge-Aligned Teleport
18:10 - Challenges of Smooth Locomotion
30:06 - Designing for Both Methods
Humans need human stories. Lone Echo and Half-Life: Alyx deliver two of the best human stories in VR to date. Where do they excel, and what could be improved? Join us for an exploration of these games and insight into the future of VR storytelling.
Lone Echo
Half-Life: Alyx
Timestamps:
00:51 - Introduction
02:04 - Storytelling Challenges in Games
10:49 - Lone Echo
31:33 - Half-Life: Alyx
41:25 - Larger Takeaways
Did you know there’s a whole other storefront for Quest games? It’s not a black market, it’s not hard to get access to, and lots of the games are free. Come along with us and discover a whole new world of indie games, demos, betas, and experimental experiences!
Timestamps and Links:
1:00 - Intro to SideQuest
10:30 - Virtual Desktop VR Patch
14:30 - Puzzling Places Beta
15:30 - Attack on Quest
17:00 - Crazy Kung Fu
18:20 - Crisis VRigade
20:10 - Hyper Dash
21:00 - Crossplay in VR
24:00 - OPERATION SERPENS
25:30 - Doom3Quest
28:00 - Demos (Racket: NX, Synth Riders), TO THE TOP
29:00 - Wrap-up
Did you recently get an Oculus Quest? Are you “out of games” to play? We give a rundown of our favorite games on the platform, categorized by their appeal and friendliness to new VR users. Look no further for the comprehensive list of Head Mounted Destinations-approved games.
Timestamps and Links:
3:29 - Bait!
4:05 - Virtual Virtual Reality
4:37 - Racket: NX
5:43 - Dance Central
6:33 - Tetris Effect
7:49 - Raccoon Lagoon
9:31 - Shadow Point
9:58 - OhShape, AUDICA
14:18 - Color Space
15:55 - VR Chat
16:25 - Rec Room
17:07 - PokerStars VR
18:12 - Echo Arena
19:45 - Blaston
20:59 - POPULATION: ONE
22:45 - Pistol Whip
24:29 - Phantom: Covert Ops
24:52 - Robo Recall: Unplugged
26:09 - Sairento VR: Untethered
27:18 - Time Stall
28:41 - Gun Club VR
29:57 - Red Matter
30:49 - The Room VR: A Dark Matter
31:08 - Moss, Trover Saves the Universe
Ever wonder what it sounds like when game developers brainstorm game ideas? WONDER NO MORE! In this off-the-clock brainstorm session we discuss a new take on a popular genre.
We take an in-depth look at VR game lobbies -- our experiences with them, their benefits, downsides, and ways to evolve them in the future. Be sure to check out the extra links at the top of the show notes!
Trust Spectrum
Patterns for building relationships
Playground design
Proxemics (See this Owlchemy talk for an example of applying the concept in VR)
Timestamps:
1:05 - Echo Arena and Rec Room
6:42 - Lobby Culture and Demographics
12:00 - Lobby Activities
13:12 - Star Trek Bridge Crew
17:30 - What would be the perfect lobby?
24:10 - Privacy Spectrum
31:30 - Cosmetics and Creating a Home
Things we mention:
Echo Arena
Rec Room
Population One
Fortnite
Star Trek Bridge Crew
Deep Rock Galactic
“Making Games That Stand Out and Survive” GDC talk
Some VR games, like Echo Arena and Blaston, are closer to being sports than they are to being videogames. We feel these ''hypersports'' have the potential to catch on as mainstream sports in a way that e-sports will never be able to. But how do we know if a game is a hypersport? And what is stopping hypersports from going mainstream? Tune in to hear us pick apart these issues.
Timestamps:
1:01 - What is a Hypersport?
4:06 - Why are sports popular?
5:37 - Why aren’t Hypersports catching on?
14:39 - Subculture and MONEY
18:55 - Summary
Things we mention:
Echo Arena
Blaston
Racket: NX
From the publisher's feed
Two developers talking about Virtual Reality. What's fun about it? How does it work? What can we learn from it? What will it learn from us? Expect design insights, technical breakdowns, and hot…