Head Mounted Destinations: Recent Episodes

Carlos Gutierrez and Matt Levonian

Two developers talking about Virtual Reality. What's fun about it? How does it work? What can we learn from it? What will it learn from us? Expect design insights, technical breakdowns, and hot takes that are sure to get angry comments!

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We stumble into Season 2 of HMD by posting an episode a full month after recording it.

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News roundup for February 2022!

VR Game Discoverability -  https://newsletter.gamediscover.co/p/the-state-of-vr-games-in-2022-survey

PSVR2 Details Revealed - https://www.theverge.com/2022/2/22/21437559/sony-playstation-vr2-psvr-announcement-design-reveal

HTC’s Viverse - https://uploadvr.com/htc-viverse-backlash/

Steam Deck and Standalone VR - https://uploadvr.com/valve-steam-deck-stepping-stone-standalone-vr/

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Today we discuss Shadow Point, a VR puzzle game with more to offer than initially meets the eye.

Shadow Point (Oculus link)

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Today we discuss The Room VR: A Dark Matter, a VR puzzle game based on a mobile puzzle game.

The Room VR: A Dark Matter (Oculus link)

The Room VR: A Dark Matter (Steam link)

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It’s that time of year again! For new VR players (and experienced players looking for new destinations), we give our top suggestions for games to try.

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Today’s episode was recorded IN PERSON! We react to the strange feeling of recording face to face and chat about the removal of self-harm from SUPERHOT. Get ready to get close, personal, and candid.

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STRIDE is a high-octane VR parkour game. Slide into your seat as we discuss this glass shattering, wall jumping, rope swinging spectacle of human momentum!

STRIDE on Steam

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WE'VE MADE IT! One year and loving it! This week we're having a casual conversation full of reflection and excitement for the future.

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Today is a very special INTERVIEW episode. We talk with two designers from Cloudhead Games, makers of Pistol Whip:

  • Antony Stevens (Writer / Designer)

  • Daniel Taylor (Lead Level Designer)

What is it like to be a designer for a best-selling VR game? What’s the process behind designing a Pistol Whip level? We get into the nitty gritty details of VR game development with our guests.

Timestamps

1:00 - Antony and Daniel's Journey to Cloudhead

9:17 - Cloudhead on the Cutting Edge

17:18 - The Origin of Pistol Whip

31:00 - Changing plans for Pistol Whip after launch

40:07 - What it's like inside the development of Pistol Whip

1:15:45 - The Future of Cloudhead

Links

Pistol Whip

Cloudhead Discord

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This week Matt recounts a party where someone was introduced to VR for the first time. We discuss how VR could better fit in social gatherings.

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This week we dive deep into the compelling design behind Pistol Whip’s latest update: Smoke & Thunder.

Pistol Whip

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LEAK! Take a look at these new Oculus Touch controllers. No tracking ring? Camera?! Let’s dig into the details and somehow end up talking about Facebook, Oculus, and advertising in VR.

Original Reddit Post

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Yo, today we’re talking about what keeps games fresh! That’s right bruh, we got words about progression, cosmetic unlocks, and battle passes. We revisit Demeo from Resolution Games and see how well it keeps players coming back.

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Sometimes a game has all the elements of a smash hit but ends up flopping on arrival. It’s not the ingredients but how you combine and cook them. We explore this idea while discussing our experience playing the demo for Into The Darkness VR.

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Demos allow players to try games before they buy; but they can be hard to create during development. We look at two demos from Steam Next Fest, AGAINST and Detour Bus, and analyze how they succeed as demos. We praise their successful moments, and suggest some paths for improvement.

7:18 - AGAINST

19:48 - Detour Bus

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Blaston’s new update brings multiplayer lounge spaces and a single player campaign. Massively expanding a game isn’t easy. We walk through the new content, then talk through the new opportunities and issues for Blaston’s future.

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Legendary developer John Carmack is back to publishing VR app reviews, this time for the Oculus Quest platform. His nuanced approach abandons stars and numbers for more insightful commentary and suggestions for improvement. We also compare his stringent quality bar with the quality bar of the Oculus store.

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We unleash our inner karate kids this week with Path of the Warrior; a VR love letter to old-school Beat-Em-Up arcade games. Goons get punched, food gets munched, and ultimately things get underwhelming as we discuss the highs and lows of these rage filled streets.

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Red Matter is a great example of where VR can take players when you rely on grounded principles and wide usage of solid interactions...then why have we barely heard about it!? Today we’re exploring that question and more! Join us for insightful discussion on the mechanics, storytelling, and performance of this eerie adventure title.

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The Climb 2 got new levels! In them, Carlos found an experience closer to Tomb Raider than The Climb. This week we discuss: How does the DLC improve on the base game? What future do we see for The Climb after playing the DLC? And could The Climb deliver on a Tomb Raider experience for VR?

The Climb 2

Timestamps:

1:30 - The Climb 2 vs Tomb Raider

7:29 - The Climb 2 DLC

20:35 - Where could The Climb go next? (Mechanics)

28:15 - Opportunities for Next-gen Tech

30:28 - Opportunities for better feedback to player

35:42 - Where could The Climb go next? (Game Modes)

Other Things We Mention:

Rise of the Tomb Raider

Man falls down playing The Climb

The Climb 1

CryEngine

Adaptive Triggers

Beat Saber

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We chat about how to design mech-piloting and spaceship-piloting experiences for VR.

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Over 40% of VR players only use their headset once a month or less. Why is this? Using Demeo as an example, we explore the reasons for this retention fall-off.

Demeo

Timestamps:

0:58 - Comment Callout

3:25 - Funks and TIDI

9:42 - Demeo

13:06 - Tiredness

20:37 - Inertia

28:07 - Discomfort

32:13 - Indecision

Games We Mention:

Pistol Whip

Racoon Lagoon

POPULATION: ONE

Beat Saber

Waltz of the Wizard

Path of the Warrior

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The VR games market is evolving. Pistol Whip - and its latest “2089” update - is the perfect lens for examining the changing expectations for VR games. Will all VR games be expected to provide free updates? What impact does this have on game design? Listen in for these answers and more!

Timestamps:

0:50 - Pistol Whip

3:41 - Gameplay Modifiers and Haptics

9:21 - Content Updates and 2089

23:21 - Cloudhead Games and the VR market

27:07 - Games as a Service

31:05 - Modularity

35:20 - Final Thoughts

Games We Mention:

Pistol Whip

Beat Saber

Titanfall 2

Half-Life 2

Fortnite

Apex Legends

Population: One

Walkabout Mini Golf

Asgard's Wrath

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We look at the new PSVR 2 controllers, compare the pros and cons of different VR hardware platforms, and peek into the future of VR hardware.

Timestamps:

1:45 - Introduction

2:50 - VR Controller Standard

6:20 - Vive Wands and PS Move

10:28 - Dualshock and PSVR

15:15 - Inside-out Tracking

17:37 - Wired vs Wireless

21:15 - What does the next 5 years look like?

27:54 - PSVR2 Tracking Ring

30:44 - The "Face Factor"

33:30 - Outro

Games We Mention:

SUPERHOT

Blood & Truth

Gun Club VR

Battlewake

Half-Life: Alyx

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Big STRIDEs being made today. Just kidding! We chat for a few minutes about a parkour game.

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Swarm is a new fast-paced, arcade-style grapple shooter, and we think it’s going to perform pretty well. But why do we think that, and what do the developers need to do to ensure it? This week, listen to us inspect (and recommend) the game from a developer’s perspective.

Timestamps:

1:23 - Swarm

7:40 - Grappling Hook Mechanic

13:26 - Motion Sickness

15:27 - Combat Loop Rhythm

22:21 - Juice

25:45 - Post-Launch Expansion

28:40 - FTUE

30:58 - Marketing

34:30 - Final Thoughts

Other Games We Mention:

SairentoVR

Robo Recall

Windlands

Jet Island

Amazing Spiderman 2

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“The designer doesn’t come in the box.” It’s easy for designers to forget that players don’t initially know how to play their games, and adding tutorials too late in production can lead to bad first time user experiences (FTUE). As always, VR only complicates the problem. This week, we discuss all these issues and more. How exactly do you train your player to play your game?

Timestamps:

0:58 - Introduction

4:50 - FTUE

7:56 - "Glimmer Grove" Example

10:45 - Walking Dead: Saints and Sinners

17:30 - Limiting The Lessons

21:00 - Avoid Teaching the Wrong Thing (Battlewake)

24:36 - Player Expectations

27:47 - Ongoing Instruction

31:06 - The VR “Wow!” Moment

33:56 - Building Feedback into your Mechanics

35:50 - VR Conventions

39:09 - Wrap-up

Games We Mention:

Fruit Ninja VR

The Walking Dead: Saints and Sinners

Vader Immortal

Battlewake

SUPERHOT VR

Until You Fall

Shadow of War

The Last of Us Part II

Asgard’s Wrath

Stormland

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We talk about POPULATION: ONE, the next big VR battle royale. Carlos raves about the game while Matt brings a critical eye to temper the fandom. The marketplace of ideas has now become an arena...and to the victor goes the bananas.

Catch the full show notes here.

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Smooth or Teleport? Armswing or Joystick? These are some of the most contentious questions in the VR community, but as developers we have to know how to design content that works for all players. Listen in to hear how game developers think about how you move in VR!

Catch the full show notes here.

Timestamps:

01:09 - Why do we need both Teleport and Smooth Locomotion?

05:26 - Exceptions to the rule

10:20 - Challenges of Teleport Locomotion

13:15 - Feature Idea: Edge-Aligned Teleport

18:10 - Challenges of Smooth Locomotion

30:06 - Designing for Both Methods

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Humans need human stories. Lone Echo and Half-Life: Alyx deliver two of the best human stories in VR to date. Where do they excel, and what could be improved? Join us for an exploration of these games and insight into the future of VR storytelling.

Lone Echo

Half-Life: Alyx

Timestamps:

00:51 - Introduction

02:04 - Storytelling Challenges in Games

10:49 - Lone Echo

31:33 - Half-Life: Alyx

41:25 - Larger Takeaways

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Did you know there’s a whole other storefront for Quest games? It’s not a black market, it’s not hard to get access to, and lots of the games are free. Come along with us and discover a whole new world of indie games, demos, betas, and experimental experiences!

Timestamps and Links:

1:00 - Intro to SideQuest

10:30 - Virtual Desktop VR Patch

14:30 - Puzzling Places Beta

15:30 - Attack on Quest

17:00 - Crazy Kung Fu

18:20 - Crisis VRigade

20:10 - Hyper Dash

21:00 - Crossplay in VR

24:00 - OPERATION SERPENS

25:30 - Doom3Quest

28:00 - Demos (Racket: NX, Synth Riders), TO THE TOP

29:00 - Wrap-up

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Did you recently get an Oculus Quest? Are you “out of games” to play? We give a rundown of our favorite games on the platform, categorized by their appeal and friendliness to new VR users. Look no further for the comprehensive list of Head Mounted Destinations-approved games.

Timestamps and Links:

3:29 - Bait!

4:05 - Virtual Virtual Reality

4:37 - Racket: NX

5:43 - Dance Central

6:33 - Tetris Effect

7:49 - Raccoon Lagoon

9:31 - Shadow Point

9:58 - OhShape, AUDICA

14:18 - Color Space

15:55 - VR Chat

16:25 - Rec Room

17:07 - PokerStars VR

18:12 - Echo Arena

19:45 - Blaston

20:59 - POPULATION: ONE

22:45 - Pistol Whip

24:29 - Phantom: Covert Ops

24:52 - Robo Recall: Unplugged

26:09 - Sairento VR: Untethered

27:18 - Time Stall

28:41 - Gun Club VR

29:57 - Red Matter

30:49 - The Room VR: A Dark Matter

31:08 - Moss, Trover Saves the Universe

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Ever wonder what it sounds like when game developers brainstorm game ideas? WONDER NO MORE! In this off-the-clock brainstorm session we discuss a new take on a popular genre.

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We take an in-depth look at VR game lobbies -- our experiences with them, their benefits, downsides, and ways to evolve them in the future. Be sure to check out the extra links at the top of the show notes!

Trust Spectrum

Patterns for building relationships

Playground design

Proxemics (See this Owlchemy talk for an example of applying the concept in VR)

Timestamps:

1:05 - Echo Arena and Rec Room

6:42 - Lobby Culture and Demographics

12:00 - Lobby Activities

13:12 - Star Trek Bridge Crew

17:30 - What would be the perfect lobby?

24:10 - Privacy Spectrum

31:30 - Cosmetics and Creating a Home

Things we mention:

Echo Arena

Rec Room

Population One

Fortnite

Star Trek Bridge Crew

Deep Rock Galactic

“Making Games That Stand Out and Survive” GDC talk

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Some VR games, like Echo Arena and Blaston, are closer to being sports than they are to being videogames. We feel these ''hypersports'' have the potential to catch on as mainstream sports in a way that e-sports will never be able to. But how do we know if a game is a hypersport? And what is stopping hypersports from going mainstream? Tune in to hear us pick apart these issues.

Timestamps:

1:01 - What is a Hypersport?

4:06 - Why are sports popular?

5:37 - Why aren’t Hypersports catching on?

14:39 - Subculture and MONEY

18:55 - Summary

Things we mention:

Echo Arena

Blaston

Racket: NX

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A frustrating attempt to play VR with friends spirals into a discussion of friends lists, rooms, lobbies, and social spaces in this bonus episode. We discuss the issues and possible solutions when you just want to play with your dang friends.

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We rave about Until You Fall and investigate why its take on melee combat is so much more compelling than those in Blade and Sorcery and Boneworks. The physics-based simulationism of Boneworks seems super popular on Twitch, Twitter, and Reddit. Why are we championing a cartoony, abstract approach and saying it is more realistic and immersive? Listen to find out!

Timestamps:

0:00 - Topic Introduction

4:07 - Until You Fall overview

19:38 - GORN and Boneworks

23:41 - Pros and Cons to each approach

34:45 - Physics in Combat vs World Interaction

Game Link:
Until You Fall - https://untilyoufall.schellgames.com/

Things we mention:

“Flow” - https://en.wikipedia.org/wiki/Flow_%28psychology%29

Mike Tyson’s Punchout - https://en.wikipedia.org/wiki/Punch-Out!!_(NES)

Blade and Sorcery - https://warpfrog.com/

Saints and Sinners - https://vrwalkingdead.com/

GORN - https://store.steampowered.com/app/578620/GORN/

Boneworks - https://store.steampowered.com/app/823500/BONEWORKS/

They Live fight scene - https://www.youtube.com/watch?v=4-MVMbm6c0k

Half Life: Alyx - https://www.half-life.com/en/alyx

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Why do players become immersed in games? And how do developers keep players grounded in completely fake, virtual worlds? We pick apart the mechanics, narrative, and level progression in Phantom: Covert Ops to shed light on how design choices and technical implementations impact player immersion. It’s time to get grounded!

Timestamps:

1:25 - Storytelling

5:45 - Locomotion and Spatial Presence

15:57 - Weapons and Equipment

30:30 - Levels and Progression

36:18 - World Interaction

43:20 - Oculus Quest and Market Analysis

Oculus Store Links:

Phantom: Covert Ops - https://www.oculus.com/experiences/quest/2302118823192509

Other things we mention:

Journey to Elysium - https://store.steampowered.com/app/1036260/Journey_For_Elysium/

MGS V: The Phantom Pain - https://en.wikipedia.org/wiki/Metal_Gear_Solid_V:_The_Phantom_Pain

James Bond intro - https://www.youtube.com/watch?v=FUVBRrBl-yc

Metroidvanias - https://en.wikipedia.org/wiki/Metroidvania

Ghosts n Goblins - https://en.wikipedia.org/wiki/Ghosts_%27n_Goblins

Castlevania - https://en.wikipedia.org/wiki/Castlevania

Assassin's Creed white paint - https://youtu.be/wf245fBGTB4?t=1309

Asgard’s Wrath - https://www.oculus.com/experiences/rift/1180401875303371

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We explain who we are and why you can trust our opinions on Virtual Reality. We also wax poetic about the future of VR and the joys of working in the field.

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We discuss our experience using Oculus Hand Tracking in the titles Elixir and Waltz of the Wizard. How responsive is it? How well is it utilized in the two titles? How is it used outside of games? We answer these questions and more!

Timestamps:

01:10 - Oculus Quest Hand Tracking Beta Impressions

11:12 - Elixir

23:30 - Waltz of the Wizard

36:09 - Carlos learns to snap

46:40 - What is the future for Hand Tracking?

Oculus Store Links:

Elixir - https://www.oculus.com/experiences/quest/3793077684043441/

Waltz of the Wizard - https://www.oculus.com/experiences/quest/2280285932034855/

Other things we mention:

Microsoft Kinect - https://en.wikipedia.org/wiki/Kinect

Leap Motion - https://www.ultraleap.com/product/leap-motion-controller/

Source for 80ms latency claim - https://www.virtualrealitypulse.com/2020/latency/unity/?open-article-id=11655749

Tracking Confidence Oculus VRC - https://developer.oculus.com/distribute/vrc-quest-input-6/

Pistol Whip - https://cloudheadgames.com/pistol-whip/

Sairento VR - http://www.sairentovr.com/

Beat Saber - https://beatsaber.com/

Oculus Hand Tracking Documentation - https://developer.oculus.com/documentation/native/android/mobile-hand-tracking/?locale=en_US