I am not sure how I missed the most recent episodes of this - but these are fantastic videos! I would love to see Road to VR have more of this kind of content - talking about the elements that make VR such a special medium. Where are developers taking their ideas? What should we as consumers be looking for and how can we help to grow the medium - even more than just by buying the games and experiences.
@RoadtoVR4 ай бұрын
Glad you like them! More coming soon : )
@jordibatalle6 ай бұрын
Great episode Ben! You manage to articulate really well some key concepts, that some VR game designers already know intuitively, but should definitely be more widespread across the industry. Keep it up!
@caixadepixels6 ай бұрын
This is really good and insightful video. I'll watch the previous eps asap
@Makutakanuva6 ай бұрын
Cool. I'll have to remember "embodiment" as a term. I don't have a PS5, so Synapse hasn't been available to me -- but now I certainly wish it was. You've articulated a very interesting set of mechanics and their value. The ability to grab cover and move yourself around it seems like a feature that oughta become a staple for VR shooters in the future. If you're asking for another game to cover, I have an odd recommendation. I recommend you cover one of the robust VR mods for flatscreen games. Team Beef's stuff, Subnautica or Subnautica Below Zero, Resident Evil 2/3/7/8, one of those. It might not be the biggest topic for most VR users (since Quest and PSVR users don't have access to them), but I've been thinking a lot about them lately, and how important they seem to be to PCVR players (myself included). Why that is and what VR devs can take away from that in a design context seems worthwhile to me, and I'd be interested in your take on that (if you have one!).
@RoadtoVR6 ай бұрын
Absolutely this cover system should be picked up widely for the games where it makes sense. This is exactly why we're making this series-to elevate the stuff that's working so everyone can build on it! Good suggestions about VR mods, definitely making note. That would be a challenging but worthwhile topic to tackle.
@dragonmarble75626 ай бұрын
This series is about XR design. The reason you like modded flat games is the same as why flat gamers like the original versions. It has nothing to do with XR design.
@Makutakanuva6 ай бұрын
@@dragonmarble7562 I don't think that's true. XR design should also look at the things about flatscreen design that do translate over well. Why shouldn't XR designers learn from flatscreen design?
@GreyMatterShades6 ай бұрын
If you want to experience a similar cover system on PC VR, nDreams' previous game Fracked is on PC and used the same sort of cover system (though they might've refined it a bit in Synapse). It also uses a similar simplified reloading system, but I think it adds one step more than Synapse iirc. Fracked is a fairly good game, but it's only 2-3 hours long so factor that in to the price you'd be willing to pay for it. Worth checking out on sale though.
@itsJDarts4 ай бұрын
This is a good video
@lynrayy6 ай бұрын
Look and learn, developers of vr games!
@PRodi_6 ай бұрын
Great episode! Nailed explaining core VR concepts for wider industry adoption. Keep it up!
@ExhaleDJ6 ай бұрын
The awesome Roomscale movement in Eye Of The Temple VR is worth talking about! 😍
@daniellopes83766 ай бұрын
Glad to have a series that explains VR fundamentals. Tested used to do something similar, but not they just review product releases.
@mareknetzel6 ай бұрын
Great video. It was such a pleasure to work on Synapse as TA, we had so much freedom and fun through the entire production. We also had a mix of veterans and juniors with equal opportunity for input and ideas.
@GreyMatterShades6 ай бұрын
Great video. I've heard Synapse really nails the feeling of telekinesis. Seems like the developers were able to make great use of the adaptive triggers, haptics, and eye-tracking in combination. For a future video, I'd be curious if you'd consider covering Mighty Eyes' VRAF framework for Unreal Engine 5, and how tools like that could help VR studios produce higher quality, more substantial VR games (or maybe the need for other tools). It seems like there's a lot of unnecessary reinventing the wheel in the VR space, so tools that take care of the basics and let developers build off a strong foundation could let them spend more time on the content that actually matters.
@NinjaGuyVR6 ай бұрын
Wow! Cool analysis on the game! Embodiment is definitely a wonderful thing in VR.
@Co-opSource6 ай бұрын
Really enjoyed this and all your other design breakdowns. 👍🏽
@jamesredner92036 ай бұрын
I'll be using "Embodiment" in future press releases. Thanks!
@umezlilauwala7116 ай бұрын
great episode, its exciting to see eye tracking seamlessly integrated into gameplay, I cant wait to try it.
@flameknight76 ай бұрын
i love this! It's amazing to see the fundamentals of what goes into VR gameplay. Also, now i would love to try out this game but its only PS VR2 exclusive.
@AndrigeEU6 ай бұрын
That’s some impressive design, really nice! Good vid!
@ScottishAtheist6 ай бұрын
Embodiment = presence I get an immediate strong sense of presence in roomscale. As soon as I start walking around the vr space for “REAL” that’s instant teleportation to a virtual world.
@mert77006 ай бұрын
Presence is not confused with immersion, embodiment just sounds like hardcore roll playing.
@djp12346 ай бұрын
The secret sauce for me is high resolution and photorealistic graphics. I need to get rid of pixels, blurriness and aliasing in my VR games.
@itsJDarts4 ай бұрын
Very high quality video (had to come back)
@shenmeowzo6 ай бұрын
AMAzing game. The eye tracking is insane.
@niveketihw18976 ай бұрын
2016's Blarp! gave me that embodied feeling.
@marqusee6 ай бұрын
Brilliant as always bud!
@ellisbyrne3596 ай бұрын
This is a pretty poor episode of this series sorry. First you redefine Immersion for seemingly no reason. Make claims like all VR games have you immersed the second you put on a headset, which is a ridiculous statement, i dare you to defend it. You can just stick with the word Immersion and still go on about how great it is when objects in game worlds give you physicality. VR Design is a lot easier to think about when you dont needlessly confuse it. Play Richies Plank VR; when you look down and start feeling uneasy thinking youre gonna fall is that due to you being Immersed in the experience, or are you 'embodied' by the awesome XR Design of the Plank. Give me a break
@RoadtoVR6 ай бұрын
You can use the word immersion if you like, but the point is there are multiple elements at play that contribute to the feeling of believing you’re in the game world. Let’s say immersion is the umbrella term for feeling like you’re fully inside of VR. But there are many things that contribute to immersion. One part of immersion is taking over your eyes and ears, so we use headsets to facilitate that. Another part is how you interact with the world. We add motion controllers to the experience to facilitate that. It’s well known that controlling things in VR using your hands is more immersive than using a gamepad with thumbsticks and buttons. But if you don’t design your game sufficiently around using motion controllers-and most interactions happen with sticks and buttons-then why not just use a gamepad? Clearly there’s a benefit to designing content for motion controllers. I’d say the benefit is feeling like more of your body is convinced it’s in the experience. It’s not just your eyes and ears, but now your eyes, ears, and body. The body part of the equation doesn’t come for free in the same way that it does for the eyes and ears. So we need to think about how to create content that speaks the body to convince it that it’s part of the experience. I’m just calling that ‘part’ of immersion, if you will, ‘embodiment’. It’s just a word to talk the part of immersion that addresses the body instead of the eyes and ears. You can use whichever words you wish as the labels for the definitions. I’m just trying to separate the concepts because I think there is value in identifying them and figuring out how to design for them.