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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

#51
I don’t really agree with the thesis that it’s about motion. I found myself moving less and less as I got better at beat saber. I didn’t care at all about the scoring, and if I did, it was about hit percentages and combos, not slicing accuracy.

It’s a good game with nice UX. It is most definitely a rhythm game. But you could get 99% of its value prop on an arcade machine setup sort of thing. It doesn’t need to be strapped to your head. It’s barely VR. The fact that it’s still pointed to as the best VR experience is proof that VR gaming is going nowhere.

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

#52

Earlier quoted context omitted.

My web browser lets me pirate music, but Mozilla doesn't get sued for that. There's zero liability for Beat Saber or Meta here. People distributing the pirated music would be liable.

MegaUpload got in some trouble for file sharing fwiw, so it's not impossible

MegaUpload was unarguably distributing content.

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

#53

I just wouldn’t have cared that much about getting a VR headset without beatsaber. And when I got bored of beatsaber, I was bored of VR.

I got bored of Beat Saber and stopped using VR for a while...then I tried VRchat and developed what some would call an addition.

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

#54
Beat Saber's reveal trailer is still one of the best I've ever seen: https://www.youtube.com/watch?v=fIzRbI1JUe4

A tight 30 seconds of wordless, uncut gameplay that intuitively unveils the game mechanics while the simple track, just when it seems overly easy, crescendoes into the beat drop and trickier motions. The finishing touch is the missed note right before the hard cut to title.

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

#55
Beat Saber is absolutely a rhythm game. It doesn't have the typical scoring system that is based on having an accurate timing, but it is far from the only one.

Guitar Hero, one of the best known rhythm game doesn't score based on timing accuracy. You hit a note or you don't, that's all, ut you still have to hit that note with a certain timing. Same thing for Beat Saber, you hit or you don't hit the note. If you want a high score, which is completely optional, as may just be interested in pass harder and harder songs, then there are other mechanisms at play. Guitar Hero has star power, Beat Saber has motion. That it is not pure timing doesn't make them less of rhythm games.

The article says that instead of being a rhythm game, Beat Saber is a "motion game" because it rewards precise and intentional motion. But it is the case for all rhythm games. For games about pushing buttons, the motion is rather basic, but take DDR for instance, even if it rewards timing, the key is how you move on the dance pad. Even if you hit the right arrows, bad movement will mess up your timing and drain your stamina. Even some pure button pushing game like, say, Jubeat is all about making the right movements.

The reason Beat Saber used motion for scoring instead of timing is, I think, that the smooth motion of the VR controllers didn't lend itself well to it. I mean, how to even judge timing? So instead, it judged motion, but it is not just a "motion game" like, say, Just Dance (which is also considered a rhythm game btw).

As for why is it so fun? There is no single thing. It took everything that worked, combined them, executed them well, and boom, a hit.

- Rhythm games are fun, you already have motion controls, motion controls + rhythm is dance, dancing is fun.

- Sabers just work in VR, there are plenty of VR games that feature some kind of sword.

- It is an active game, so it attracted those who want to exercise.

- It has an active modding community, and I thing the devs are smart about it. They tolerate it, without supporting it officially, so modders have a lot of freedom. Most of it is about the sharing of songs without having the right to do so after all.

- It is intuitive with a good learning curve. Most people just need a couple of songs to get comfortable on easy/medium difficulty, but the skill ceiling is high. For example, there is no special symbol to learn, just colors and directions, and on easier levels, they follow naturally (ex: blocks meant to be cut by the left saber are on the left).

- It is a VR game with no locomotion, it limits the risk of motion sickness.

Taken individually, none of these are special, but that's the combination that's great.

Edit: Another argument for "Beat Saber is a rhythm game" is that timing does matter. Unlike in most rhythm games, the timing window decreases as the notes/blocks move faster, simply because you have less time to cut them. Higher difficulties have the blocks move faster, making timing more critical.

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

#56
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!

The game "Tea for God" (https://www.google.com/search?q=tea+for+god&oq=tea+for+god) also has this strange behavior where the world curves around in a non-Euclidean / M.C. Escher-style fashion so that you feel like you're in a labyrinth, but you're actually in a ~8ft square in your living room.

"Tea for God" and "Unseen Diplomacy" are the only games I'm aware of that operate in this fashion, with "realistic" walking movement that doubles back on itself.

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

#57
Beat Saber was the reason I bought a Quest 2. Now I actually find Synthriders to be a lot more fun. In Synth, if one person has purchased a song/map, everyone can play and players can create/share/upload maps and songs (there used to be a great free repository of songs that got taken down recently unfortunately).

Synth also removes some anxiety about playing in smaller spaces because AFAIK you're not encouraged to aim for big swings.

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

#58

Earlier quoted context omitted.

My web browser lets me pirate music, but Mozilla doesn't get sued for that. There's zero liability for Beat Saber or Meta here. People distributing the pirated music would be liable.

MegaUpload got in some trouble for file sharing fwiw, so it's not impossible

They host the files. Beat saber does not.

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

#59
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 would expand on that.

I'd say because the gameplay is so elegantly simple, most people can do kinda sorta well right from the get go. It feels extremely natural with almost no set up apart from height, just incredibly intuitive and frictionless.

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

#60
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

Do you regularly play Beat Saber?
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