Live data from Hacker News

VR Design Unpacked: The secret to Beat Saber's fun

roadtovr.com

31–40 of 89 posts

Re: VR Design Unpacked: The secret to Beat Saber's fun

#31
post #4

Earlier quoted context omitted.

They paid for licenses. Certain songs will get taken down if you stream them, but they're still licensed. https://beatsaber.com/faq.html > Our aim is to release Content ID-free songs for future OSTs as well. However, we cannot guarantee that Content ID will be disabled for paid music packs since they are owned by our third-party partners. We value the work of artists and respect their decision to keep Content ID enab…

Everyone I know playing beatsaber has the modded version :p

The RIAA is the biggest detriment to any music based games success. Either you pay lots of money for every additional song or most the player base are pirates.

Maybe someday one will be released with Spotify, YT Music, and Amazon Music integrations. Advertising that you just need to connect your accounts and can use anything. But I'm sure there are a lot of people working to make sure that never happens.

Re: VR Design Unpacked: The secret to Beat Saber's fun

#33
post #11

The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw

I wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.

Re: VR Design Unpacked: The secret to Beat Saber's fun

#34

> So if Beat Saber scoring isn’t about timing, then how does it work? The scoring system is actually based on motion. In fact, it’s actually designed to make you move in specific ways if you want the highest score. > The key scoring factors are how broad your swing is and how even your cut is through the center of the block. So Beat Saber throws these cubes at you and challenges you to swing broadly and precisely. Oh…

[dead]

Re: VR Design Unpacked: The secret to Beat Saber's fun

#35
post #4

Ha ha, the secret to Beat Saber’s fun is that they didn’t pay for the licenses to the music people make levels for, and now that Meta owns them, they are a very expensive target to sue.

They paid for licenses. Certain songs will get taken down if you stream them, but they're still licensed. https://beatsaber.com/faq.html > Our aim is to release Content ID-free songs for future OSTs as well. However, we cannot guarantee that Content ID will be disabled for paid music packs since they are owned by our third-party partners. We value the work of artists and respect their decision to keep Content ID enab…

I think op meant the custom songs, there are thousands of them, amoung which a lot are of very high quality gameplay wise. I've been playing beat saber since when it came out (so about 7 years I'd say), and while I do play an "official" song here and there, most of my playtime is on customs. While this custom content does play in their favor, they do not however make it trivial to access it (you have to mod your game, which is a bit involved on a quest headset), unlike some other games, so I guess a lot of buyers don't actually buy the game for the custom content

Re: VR Design Unpacked: The secret to Beat Saber's fun

#36
post #33
post #11

The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw

I wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.

That's the basis for a very common VR game(s) you see in VR arcades and such (or conventions). https://store.steampowered.com/app/334540/Vox_Machinae/ or https://store.steampowered.com/app/1192900/IRON_REBELLION/

Having played them, they were slightly disorienting at first but nowhere near as actual movement-based VR games.

Re: VR Design Unpacked: The secret to Beat Saber's fun

#37
post #33
post #11

The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw

I wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.

Not really.

Any game where your game-world movements don't match your real-world movements is what causes motion sickness.

It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world.

There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is to move an arm forward, then pull it back while holding the trigger, kind of like you're pulling the world. But if you alternate arms as you do it, your arms kind of simulate the swinging motion of walking, and that can be enough to drastically reduce or even eliminate the sickness.

Re: VR Design Unpacked: The secret to Beat Saber's fun

#38
post #11

The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw

I desperately want more games like Unseen Diplomacy, where you walk through an infinite hallway. In real life, you're just walking in circles, but it doesn't feel that way in VR!

I'm immune to VR motion sickness, but games without fake movement just feel so much more immersive!

Re: VR Design Unpacked: The secret to Beat Saber's fun

#39
post #13

Earlier quoted context omitted.

"Maybe it wouldn't have been if I'd gone through the tutorial instead of picking up from my friend's game save?" As far as I know this is not explained anywhere in the game itself. Coming from DDR I finally twigged that something was up when I did a full combo and realized I was still light years from the #1 score, and realized there must be more to it than that. Obvious in hindsight, but easy to miss. And I would no…

It is literally explained in the first five minutes of the turorial Or you can intuit from the score displayed after you cut each block

This is the tutorial I got: https://youtu.be/EJIMULOXbYI

Maybe you have a different one on a different platform but there is no score discussion there.

Intuiting things at 3 blocks a second is a challenge.

Post reply on HN