Location Based VR World Tour or THE VOID VS ZERO LATENCY VS VRCADE VS IMAX VR

Ever since developing last year’s Holographic Easter Egg Hunt with Microsoft for VRLA, I’ve been interested in creating location-based VR and AR experiences. These are cool projects to me since you can build hardware specific to the experience, design software for one fixed hardware configuration, and really go wild within the constraints of your budget, location, and audience. Plus, there’s the additional challenge of keeping the event profitable based on the number of customers you can run through the exhibit per hour.

Throughout the past year, I’ve managed to try most major location-based VR experiences. After finally trying The VOID this week at Disneyland, I figured I’d write up a quick series of impressions of all the ones I’ve tried.

The VOID / Secrets of the Empire

The newest location-based VR I’ve experienced is “Secrets of the Empire” by The VOID installed at Downtown Disney in Anaheim. Taking place before the events of Rogue One, this is a Star Wars adventure that puts you and a friend in the roles of two Rebel Alliance agents disguised as Stormtroopers who have to sneak into an Imperial base on Mustafar and retrieve critical intelligence for the Rebellion’s survival.

The VOID uses a custom headset and vest with backpack PC. The first thing I noticed is that it was really heavy–it felt like I was wearing at least 20 pounds of gear. However, the vest and headset have a lot of innovative features. My favorite is the force feedback pads placed all around your body. When you are hit by blaster fire you can feel the impact and know where it’s coming from.

The headset has image quality comparable to Oculus Rift and uses LEAP Motion so you can see your hands. This is important because you can reach out and grab real-world objects such as blaster rifles that are tracked in VR when you pick them up or even hit real buttons on virtual control panels to unlock doors. If you see a droid, reach out and touch it! It’s really there! The hands don’t quite line up with the real world position of the objects you see in VR, but it’s close enough.

The game itself is a 20 or so minute experience where you team up with another player to infiltrate an Imperial base. While sneaking around you’ll be shot at by Stormtroopers, clamber out on perilous ledges over lakes of molten lava (you can feel the heat!), and use teamwork to solve puzzles and defend against waves of enemies.

The graphics are great and tracking for both the player and your weapon is rock solid. The redirected walking and other tricks done with space and movement effectively give the sensation of exploring a small section of a large Imperial base. Everything does kind of feel cramped and constrained, but this adds to the tension of firefights when you and your partner are jammed up in a room with hordes of Stormtroopers firing through the door.

IMG_0226

Mission complete!

I really enjoyed Secrets of the Empire–it’s perhaps less ambitious than Zero Latency’s offering, but executed FAR better than anything else I’ve tried. At $30 a pop (not to mention merch sales), they’re supposedly doing 700-800 people a day on weekends. I’m not sure how the math works out, but this seems like a success to me.

Zero Latency / Singularity

I tried Zero Latency’s “Singularity” experience at LevelUp in the Las Vegas MGM Grand several months back. Zero Latency’s “Free Roam VR” platform shares similarities with The VOID in that it uses a backpack PC with a positionally tracked weapon. However, instead of teams of two moving around inside a constrained area that you can reach out and touch, Zero Latency accommodates up to 8 players at once in a large, empty trackable space.

The Singularity is a shooter game where your team has to exit a shuttlecraft and venture into a dangerous, killer robot-infested base ruled by a hostile AI. Armed with a gun that can be switched between various ammo types (shotgun, laser, blaster, etc.) you and your team must journey to the core and take out the AI once and for all in an epic boss battle.

The experience amounts to a lot of mindless shooting. The gameplay itself doesn’t seem very well designed as robots get stuck on parts of the scenery, different weapon types don’t seem to do much, and the visuals at times can be just downright bad. I guess it has positional audio, but it’s not very well done as I kept getting surprised by enemies firing from behind that I simply didn’t notice.

There are flashes of brilliance–and, dare I say, ambition. Zero Latency does some pretty crazy things with redirected walking and developed one particularly thrilling scenario where your party gets split in half and both groups must fend off drone attacks while carefully walking along a catwalk suspended hundreds of feet in the air. There’s even a part that does the whole 2001 thing where you walk up a wall in zero gravity. They take a lot of chances in this experience which makes those parts of Singularity very memorable.

Zero Latency’s backpack is much lighter than The VOID’s.  However, they are using vastly inferior OSVR headsets with terrible positional tracking on both the player and the weapon. I’m assuming the backpack PC has a much lower spec because the visuals are quite a step down from The VOID.

Tracking is an issue. Singularity was a jittery, janky mess. Characters skidded all around while their IK made them contort in unnatural poses. The game also blares a klaxon in your ear when someone is in the wrong position or close to touching another player. This got super annoying after awhile.

img_2082.jpg

After finishing the 30-minute experience, I came to the conclusion that it’s a really solid alpha. I can’t tell if the game is underwhelming because of weak game development or there isn’t enough juice in the hardware. I tend to think it’s the former, given the quality of VR I’ve experienced on far less powerful platforms. Content aside, the tracking is just so awful that I can’t imagine even a better game would fix this alone. They need to upgrade the hardware, too.

VRStudios / VR Showdown in Ghost Town

On the lower end is VR Studios’ “VR Showdown in Ghost Town” which you can currently play at Knott’s Berry Farm in Southern California. This has to be judged on a different scale because it’s much smaller in scope. This game is a $6 6-minute experience using much simpler hardware in a single-room sized tracking volume. It seems much less expensive for the operator to install and maintain, and cheaper for the user to play (although the price per minute is the about same as The VOID).

It uses VRStudios’ VRCade platform which seems to be like Gear VR on steroids. You wear a somewhat unwieldy, self-contained VR headset with tracking balls on it, along with a gun that is also tracked with the same technology. Two players in the same room defend against a seemingly infinite amount of zombies attacking an old west town. You can pick up power-ups to give you more effective shots and some cool bullet-time effects, but at the end of 6 minutes, it’s over regardless.

IMG_2366

The headset is clunky with a low refresh rate and narrow FOV, and the game itself really isn’t very good. But it’s a cheap way for people to try VR for the first time and a seemingly inexpensive way for locations to provide a VR experience. Still, you can have far better experiences at home with a game like Farpoint.

IMAX VR

IMAX VR is perhaps the most disappointing as it has the ambiance of a dentist’s office with a bunch of VR you can largely experience at home on Rift, Vive, or PSVR. IMAX VR is notable for being one of the few places you can try the Starbreeze’s StarVR wide FOV headset. However, the John Wick StarVR game I tried isn’t even as good as Time Crisis, and that came out over 20 years ago! Honestly, they need to gut this place and start over. Doing something ambitious like what The VOID or Zero Latency has done makes more sense than a bunch of kiosks playing games you can already get at home.

IMG_0471

The sterile, featureless waiting room at IMAX VR

Then again, maybe the economics work out–it might be easier to sell individual tickets to solo experiences than waiting to fill up an 8-player co-op session at a premium price. Last year they were bragging about how much money the site was bringing in–but $15,000 a week isn’t a lot. I bet a Starbucks at the same location would do 3 times the business. In fact, the VOID does 3 times that on any given Saturday.

The Future of Location-Based VR

I’m really encouraged by the range of experiences I’ve tried at these different VR facilities. Many of these platforms seem to boast a similar set of features–including the ability to update the physical location with a new experience in a matter of minutes. A representative from The VOID told me it would be possible to swap out Secrets of the Empire for a new game (say, Ghostbusters) in about 15 minutes.

I can’t help but think a lot of companies that build these locations will be disrupted by a new generation of developers who can use off the shelf tracking solutions and next generation backpack computers to build far more compelling experiences. With the Vive Pro including vastly improved lighthouse tracking and removing the need for cables with the Vive Wireless Adapter, we might see a generational leap in quality as experienced game developers will be able to enter the market instead of companies that managed to shoehorn in a tracking solution and stick it in a random mall storefront they have access to.

My Week with PSVR

Full disclosure, I’ve had a PSVR devkit for some time now, so this isn’t my first experience with the device. However, this certainly is my first taste of most PSVR launch content. I figured I’d post my impressions after a week with my PSVR launch bundle.

Best Optics In the Business

PSVR does not use fresnel lenses, thus you don’t see any god rays and glare on high contrast screens. Vive and Rift both suffer from these problems, which makes PSVR look a lot better than the competition. Many cite the lower resolution of the PSVR display as a problem, but I don’t think numbers tell the whole story. The screen door effect is not very noticeable, and I suspect there’s some way PSVR is packing those pixels together that make the slightly lower resolution a non-issue. PSVR looks great.

Fully Integrated With Sony’s Ecosystem

The great thing about the platform is they are combining a mature online store and gaming social network with VR. In many cases PSVR is ahead of the competition in community features. When you first don the PSVR headset, you’ll see the standard PlayStation 4 interface hovering in front of you as a giant virtual screen. Thus, all current PSN features are available to you in VR already. You can even click the Share button and stream VR gameplay live. There’s also a pop up menu to manage your friends list, invites, etc. inside any VR experience. The only weird thing is when you get an achievement you hear the sound, but don’t see any overlay telling you what you did.

Tracking Issues

PSVR uses colored LED lights for optical tracking–essentially the same solution Sony created for their PS3 Move controllers in 2010. In fact, the launch bundle comes with what seem to be new, deadstock Move controllers as its hand tracking solution.

Tracking is iffy. It seems that lamps, bright lights, and sunlight streaking through windows can throw PSVR’s tracking off. I find that it works much better at night with the room lights visible to the PS4 Eye camera turned off. I also replaced my original PlayStation 4 Eye camera with the V2 version in the launch bundle to no avail.

Even more annoying is calibration. Holding the PSVR up in precise positions so that the lights are visible to the camera can be quite a pain. Not only that, but many games require their own calibration involving standing in a place where your head fits inside a camera overlay representing the best position to play in.

The hand controllers are jittery even under the best circumstances. Some games seem to have smoother tracking than others–probably via filtering Move input data. Still, given the price of the bundle, Move is an acceptable solution. Just not ideal.

One advantage to this approach is PSVR can also track the DualShock 4 via that previously annoying light bar on the back. Having a positionally tracked controller adds an element of immersion to non-hand tracked games previously unseen.

The Content

Despite PSVR using a PS4 which pales in power compared to, say, a juiced up Oculus-ready PC, the PSVR launch experiences are second to none. Sony is an old pro at getting together strong titles to launch a new platform. They have made some great choices here.

Worlds

The amount of free content you get with the Launch Bundle is staggering. In addition to the new VR version of Playroom and a disc filled with free demos, you also get Worlds–Sony London’s brilliant showcase of VR mini games and experiences. The Deep is a perfect beginner’s VR introduction–a lush, underwater experience that rivals anything I’ve seen on Rift or Vive. London Heist is my favorite, combining storytelling and hand-tracked action in what is often compared to a VR Guy Ritchie film.

Arkham VR

This is the single coolest VR experience I’ve ever had. It’s really more like a narrative experience with some light gameplay elements. Some are complaining that this barely qualifies as a game and is way too short for $20, but I disagree. This is the gold standard in VR storytelling–a truly unique experience that a lot of developers can learn from. It combines puzzle solving, story, interactive props, and immersive environments into a VR experience that makes you really feel like the Caped Crusader. This is the game I use to showcase PSVR and nobody has left disappointed.

cvb9h4uusae0dk4

Battlezone

Battlezone is my other favorite launch title right now, if I can find other people online (a definite problem given the small, but growing PSVR user base). This is a VR update to Atari’s coin-op classic in the form of a co-op multiplayer vehicle shooter. Guide a team of futuristic tank pilots over a randomly generated hexagonal map as you journey on a quest to destroy the enemy base. This game requires great teamwork and voice communication, which makes it all the more immersive. The positionally tracked DualShock 4 adds to the immersion in the cockpit as well.

Rigs

Guerilla does everything wrong (including uninterruptible tutorials) in VR here, defying all conventions. I have no problems with it, but this makes almost everyone I know violently ill. Apparently I am immune to VR sickness. Rigs is probably unplayable by the vast majority of players even with all the comfort modes turned on. If you want to test your so-called “VR Legs”, then try this game. If you can manage to play this without puking, you’re in for a great competitive online experience–that is, if you can find other players easily.

Wayward Sky

This game started out last year as a Gear VR launch title called Ikarus, which was pulled from the store shortly after its release. Uber’s small mobile VR demo has now reappeared on PSVR as the expanded and enhanced Wayward Sky–an innovative take on point-and-click adventure games in VR. The first stage is essentially a remixed and remastered version of the short Gear VR demo that came out last year. Once you complete this stage, the game opens up with a lot more levels and an all new story line. This is another gentle introduction to VR as it doesn’t involve a lot of movement or complicated mechanics. It’s largely point and click puzzle solving affair, with a few areas that require you to use your hands to manipulate objects.

In Conclusion

img_3678

My dream VR platform would be PSVR’s optics, Vive’s tracking, and Oculus’ controllers. Until that singularity happens, we’re stuck with all of these different systems. PSVR is incredibly compelling, and the platform I recommend to most people. It’s cheap and surprisingly good. Most of my current favorite VR games are on PSVR right now. I personally don’t find its limitations a problem–but it will be interesting to see how the average gaming public responds. Initial sales are promising, and there is way more high profile VR content on the horizon. Dare I say Sony has won this first round?

My Favorite VR Experiences So Far

Now that I’ve had plenty of time to go through the launch content of both Oculus and Vive, I figured I’d highlight my favorite experiences you can try for both devices instead of a typical product review. Many of these games are available for both platforms, while some are exclusive.

IMG_2589

My Retail Vive Finally Arrived!

Adr1ft (Oculus)

This is the flagship release for Oculus and deservedly so. Although not a pure VR experience (it also works as a standard game), it’s an absolutely wild trip in VR. Billed as a First Person Experience (FPX), it ranks somewhere between a walking simulator like Firewatch and an adventure such as Bioshock on the “Is It a Game?” scale.

This is consistently one of the top-selling Oculus titles, yet ranks near the bottom on comfort. I had no nausea issues at all, but I generally don’t feel uncomfortable in most VR games. I can see how free-floating in zero gravity, desperately grasping at oxygen canisters as you slowly suffocate to death inside a claustrophobic space suit can cause issues with those prone to simulation sickness. Regardless, this shows that it pays to be hardcore when making VR experiences–especially at this early adopter stage of the market.

A stunning debut for Adam Orth’s threeonezero studio.

Firma (Oculus)

This perhaps one of my absolute favorite pure VR games so far. Think Lunar Lander, Space Taxi or Thrust in VR. If this was a standard video game, it would be mundane, but as a VR experience I really do feel like I have a job piloting a tiny lander craft on a desolate moon base. It actually sort of achieves presence for me–but not the feeling of being in another reality…more like being in an ‘80s sci-fi movie.

Originally available via Oculus Share for years–it’s obvious that a lot of work has been put into this game to get it here for the commercial Oculus release. There are tons of missions, great voice acting, and a lot of fun mechanics and scenarios. This game is giving me plenty of ideas on how to adapt my old Ludum Dare game to VR.

Strangely, this game is in Oculus’ Early Access section, even though I consider it a complete game.

The Apollo 11 Virtual Reality Experience (Oculus, Vive)

An astounding educational journey through America’s moon landing told via VR. This is better than any field trip I took as a kid to the Boston Museum of Science, that’s for sure. This is just the tip of the spear when it comes to education and VR.

Hover Junkers (Vive)

Hover Junkers requires the most physical activity out of any VR game I’ve played–So much so that after 20 minutes of shooting, cowering behind my hovercraft’s hull for cover, and frantically speeding around post-apocalyptic landscapes, my Vive was soaked in sweat. One thing is for sure, public VR arcades are going to need some kind of solution to keep these headsets sanitary. Hover Junkers certainly is the most exciting multiplayer experience I’ve had in VR so far.

Budget Cuts (Vive)

The absolute best example of room scale VR. I didn’t really get it when watching the videos, but when I was finally able to try the demo on my own Vive….wow. This is the game I let everyone try when they first experience Vive. It really nails the difference between seated, controller-based VR and a room scale hand-tracked experience. This is the first “real game” I’ve played that uses all of these elements. So many firsts here, and done so well.

The past month has been a very encouraging start for VR. At this early stage there are already several games that give me that “just one more try” lure. This is surprising given that many current VR titles are small in scope, and in some cases partially-finished early access experiences. With the launch of PSVR later this year, we’re sure to see more full-sized VR games…whatever that means.

The Basics of Hand Tracked VR Input Design

Ever since my revelation at Oculus Connect I’ve been working on a project using hand tracking and VR. For now, it’s using my recently acquired Vive devkit. However, I’ve been researching design techniques for PSVR and Oculus Touch to keep the experience portable across many different hand tracking input schemes. Hand tracking has presented a few new problems to solve, similar to my initial adventures in head tracking interfaces.

The Vive's hand controller

Look Ma, No Hands!

The first problem I came across when designing an application that works on both Vive and Oculus Touch is the representation of your hands in VR. With Oculus Touch, most applications feature a pair of “ghost hands” that mimic the current pose of your hands and fingers. Since Oculus’ controllers can track your thumb and first two fingers, and presumably the rest are gripped around the handle, these ghost hands tend to accurately represent what your hands are doing in real life.

Oculus Touch controller

This metaphor breaks down with Vive as it doesn’t track your hands, but the position of the rod-like controllers you are holding. Vive games I’ve tried that show your hands end up feeling like waving around hands on a stick–there’s a definite disconnect between the visual of your hands in VR and where your brain thinks they are in real life. PSVR has this problem as well, as the Move controllers used with the current devkit are similar to Vive’s controllers.

You can alleviate this somewhat. Because there is a natural way most users tend to grip Move and Vive controllers, you can model and position the “hand on a stick” in the most likely way the controllers are gripped. This can make static hands in VR more convincing.

In any case, you have a few problems when you grab an object.

For Oculus, the act of grabbing is somewhat natural–you can clench your first two fingers and thumb into a “grab” type motion to pick something up. In the case of Bullet Train, this is how you pick up guns. The translucent representation of your hands means you can still see your hand pose and the gripped object at the same time. There’s not much to think about other than where you attach the held object to the hand model.

It also helps that in Bullet Train the objects you can grab have obvious handles and holding points. You can pose the hand to match the most likely hand position on a grabbed object without breaking immersion.

With Vive and PSVR you have a problem if you are using the “hand on a stick” technique. When you “grab” a virtual object by pressing the trigger, how do you show the hand holding something? It seems like the best answer is, you don’t! Check this video of Uber Entertainment’s awesome Wayward Sky PSVR demo:

Notice anything? When you grab something, the hand disappears. All you can see is the held object floating around in front of you.

This is a great solution for holding arbitrary shaped items because you don’t have to create a potentially infinite amount of hand grip animations. Because the user isn’t really grabbing anything and is instead clicking a trigger on a controller, there is no “real” grip position for your hand anyway. You also don’t have the problem of parts of the hands intersecting with the held object.

This isn’t a new technique. In fact, one of the earliest Vive demos, Job Simulator, does the exact same thing. Your brain fills in the gaps and it feels so natural that I just never noticed it!

Virtual Objects, Real Boundaries

The next problem I encountered is what do you do when your hand passes through virtual objects, but the objects can’t? For instance, you can be holding an object, and physically move your real, tracked hand through a virtual wall. The held object, bound by the engine’s physics simulation, will hit the wall while your hand continues to drag it through. Chaos erupts!

You can turn off collisions while an object is held, but what fun is that? You want to be able to knock things over and otherwise interact with the world while holding stuff. Plus, what happens when you let go of an object while inside a collision volume?

What I ended up doing is making the object detach, or fall out of your virtual hand, as soon as it hits something else. You can tweak this by making collisions with smaller, non-static objects less likely to detach the held object since they will be pushed around by your hand.

For most VR developers these are the first two things you encounter when designing and experience for hand-tracking VR systems. It seems Oculus Touch makes a lot of these problems go away, but we’ve just scratched the surface of the issues needed to be solved when your real hands interact with a virtual world.

VR with a Gamepad Sucks

I was kind of bummed my first day of Oculus Connect 2.

FullSizeRender

Last year’s Oculus Connect was revelatory to me. Despite having worked on two different Gear VR titles at the time, the Crescent Bay demo was incredible in comparison. From Oculus’ own vignette demos to Epic’s Showdown sequence–the leap in quality from DK2 to Crescent Bay was astounding. Everyone walked out of that demo with a huge simile on their faces.

The first demos I tried at OC2 were the Gamepad demos. Oculus spent an absurd amount of time at their E3 keynote talking about how amazing it was that they were launching with the XBox 360 controller as the input device. At Oculus Connect, I put this claim to the test.

Every game from EVE Valkyrie to Edge of Nowhere seemed like playing a regular video game strapped to my face. I felt like I was playing an XBOX One through binoculars. In fact, a few of the games made me a little queasy–which I’m usually not susceptible to.

Maybe I’m just jaded having been developing gamepad VR experiences on Gear VR for a while, I thought.

Later on I tried Toybox which is a cool tech demo but doesn’t really illustrate how you’d play an actual game for any length of time with the Touch controllers. In fact, I found the controllers a little hard to use compared to the Vive. They have tons of confusing buttons and getting the finger gestures right seemed to take a little bit of work.

I was leaving the demo area and getting ready to head home when a friend of mine who works for Oculus stopped to ask what I thought. I told him honestly that I felt last year’s demos were better–they were more immersive and interesting. Although a little taken aback at my impressions, he strongly suggested I come by tomorrow for the next set of demos. He couldn’t tell me what they were, but promised they’d be awesome.

The Oculus Connect app sent a notification alerting me that new demo registrations would be available at 8 AM. I set my alarm and woke up the next morning to register for the Touch demos via my iPhone. I promptly slept through the keynote and arrived on the scene at noon for my demo.

We were only allowed to try two games, and it was heavily suggested I try Epic’s “Bullet Train” experience. Having not seen the keynote, I had no idea what I was getting into.

Bullet Train is mind blowing.

Bullet Train is essentially Time Crisis in VR. When I saw the Showdown demo last year I thought a game like this in VR would be a killer app. One of my favorite coin-ops of all time is Police 911–which motion tracks your body with a pair of cameras to duck behind obstacles. I thought doing this in VR would be amazing. However, last year there were no hand tracking controls–it was just a vague idea.

Here, Epic took the Touch controllers and made an incredible arcade shooter experience that should be a killer app should Epic choose to develop this further. Oculus really needs to do everything in their power to get Epic to produce this as a launch title for the Touch controllers.

The touch controls make all the difference. From handling weapons and grenades to plucking bullets out of the air in slow motion, Bullet Train really drives home how flexible the Touch controls are. Unlike Vive which is like holding a set of tools, these let you reach out and grab stuff–Even pump a shotgun.

The combination of standing in a motion tracked volume and visceral interaction with the world using your hands–even with Touch’s primitive finger gesture technology–really immerses you in an experience way beyond what’s possible sitting in a chair with an XBox controller.

It’s disappointing that Touch won’t launch with Oculus’ headset. Hand tracking is absolutely required for a truly immersive experience. Developing games that support both Gamepad and Touch control is going to be difficult without diluting features for one or the other. I’ve experienced a similar issues developing games that work with Gear VR’s touchpad and Bluetooth gamepad.

I left Oculus Connect 2 I reinvigorated with the feeling that VR with hand tracking is the One True VR Experience. Gamepad is fine for mobile VR at the moment, but all of my PC and Console VR projects are now being designed around Touch and hand tracked input. It’s the only way!

A Weekend at Oculus Connect

I spent this past weekend at Oculus Connect and have just now had the time to process what I saw. For Oculus to go from a humble Kickstarter project a few years ago to a capacity filled conference rife with amazing demos and prototypes by countless developers is mind-boggling. I know I said VR in 2014 is like Mobile in 2002, but the pace of progress is staggering. The maturation path for VR is going to be MUCH quicker. Is it 2005 already?

...and all I got was this lousy t-shirt.

…and all I got was this lousy t-shirt.

As I stated before, Gear VR is the most important wearable platform in the universe. I’ve been developing Gear VR games for a while and am thoroughly convinced this wireless, lightweight platform will have far more reach than VR tethered to your desktop.

The GearVR demo area.

The GearVR demo area.

The apps on display were great, but I even saw a few Gear VR demos from random developers in the hotel hallways that blew away what were officially shown in Samsung’s display area. Developer interest for Gear VR is very high. Once it’s commercially available, a flood of content is soon upon us.

Despite the intense interest in the platform, I spoke to a few desktop and console developers who dismissed Gear VR as a distraction and are ignoring it–which I think is really short-sighted.

It’s true that there may be a division in audiences. Gear VR may be the larger, casual audience while apps built around Oculus’ astounding Crescent Bay platform could be for a highly monetizable market of core enthusiasts. Either route is smart business. Depending on how long you can hold out for customer traction, that is.

Oh, and Crescent Bay…was a revolution. There’s probably not much more to be said about it that hasn’t already–but the ridiculous momentum behind Oculus’ path from the DK1 to Crescent Bay makes me question the competition. Oculus has hired all of the smartest people I know and have billions of dollars to spend on VR R&D–which is their main business, not a side project. Will competitors like Sony really commit enough resources to compete with the relentless pace of Oculus’ progress?

A Few Quick Notes: GDC2013 Edition

Before we get started, vote for evolve.la

Blatant plug!–please vote for evolve.la in the My LA2050 grant contest. I’m in the running to build a social gaming experiment that will attempt to analyze social media activities of Los Angelenos to determine how they want the future of Los Angeles to look. I need your votes to get evolve.la off the ground! We now continue with your irregularly scheduled blog post.

GDC 2013 Rundown

GDC has become increasingly irrelevant over the past 5 years or so as influence has moved away from the realm of cloistered AAA console game teams and to so-called “indie” developers and the disruptive platforms of mobile and social. Because of this, you can get much better information having conversations with other developers. I spent most of GDC talking to people–you can always watch the good presentations on the GDC Vault.

The trend for 2013 is an industry wide panic over free2play. Presentations and panels worried over whether f2p games are ethical and how the game industry is supposed to survive through this disruption. Considering this is a conversation game developers have been having since 2009, it just goes to show how long it takes for GDC to catch on to major trends.

“Indie” developers were the big celebrities this year. So much so that formerly closed platforms from Nintendo and Sony bent over backwards to encourage garage developers to create content. Nintendo greatly loosened requirements for their development program and even revealed HTML5 support for the Wii U. Sony eliminated concept approval. This shows there are some radical changes ahead for the next generation–Changes I suggested years ago on this blog.

The biggest star of the show was Oculus VR. The wait time to try the Oculus Rift headset grew to over 2 and a half hours by the final day of GDC. I got in to see it and came away hopeful, but unimpressed. The current prototype headset is uncomfortable, but I didn’t spent much time adjusting it. The display resolution is low, causing a screen door effect. When I turned my head, the screen smeared to the point where I couldn’t see anything.

These problems are being addressed. They showed me the physical part for the new screen–the retail version of Oculus will fix the resolution and latency issues. The current kit is strictly for developers and mega-nerdy early adopters. It’s pretty neat for a $300 prototype, but far from a finished product.

I was more impressed with Infinite Z’s zSpace virtual holography system that was on display at Unity3D’s booth. It costs over 10X what Oculus does for no apparent reason. Still, being able to draw 3D splines in thin air and look around them was really cool.

Overall, GDC had a lot of opportunity on display as far as new devices, markets, and tools–but a lot of uncertainty on how to actually make money producing games.

Favorite Quotes of GDC

  • “Cokeheads are better than publishers.”

  • “They said they’d publish my game if I turn it into a Skinner-box.”

  • “The reason why you won’t close the deal is because you’re too competent.”