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

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

#41
post #33

Earlier quoted context omitted.

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…

Why wouldn’t the same thing apply when driving a car in RL, however?

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

#42
post #41

Earlier quoted context omitted.

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…

Why wouldn’t the same thing apply when driving a car in RL, however?

In real life, you can feel the acceleration of the car.

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

#43
post #41

Earlier quoted context omitted.

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…

Why wouldn’t the same thing apply when driving a car in RL, however?

Because in real life you do feel the effects of bends in the road, acceleration, breaking, and the terrain under your wheels.

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

#44
post #41

Earlier quoted context omitted.

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…

Why wouldn’t the same thing apply when driving a car in RL, however?

You feel the acceleration and braking and turning when you’re in a real car.

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

#45
post #41

Earlier quoted context omitted.

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…

Why wouldn’t the same thing apply when driving a car in RL, however?

It does. When your acceleration changes you feel it and if you don't you might get sick. If your acceleration is static there are no additional forces on you

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

#47
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

Another type of game with this characteristic is Table tennis simulators. Although the reduced field of view is a limitation, it just feels like wearing a strange helmet. Inner ear still matches the visual picture.

I've seen plenty of people try to lean on the table and fall over

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

#48
post #33

Earlier quoted context omitted.

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…

There are also efforts to create patches that provide neural stimuli to fool your brain into thinking you've moved. Reportedly Valve has looked into those in the past.

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

#49
So, building on this, we can view Beat Saber not as a music game, but as a *dance* game that figured out a reliable, precise way to track player movements.

It's interesting to note that similar movement-quantizing systems are at the core of numerous other hit games, most notably in Dance Dance Revolution but also to some extent Rock Band and Taiko no Tatsujin.

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

#50
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

That what makes it not bad, not what makes it good.
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