In today’s class, our discussion was focused on game design approaches such as flow and pacing within an experience and this affects a person from continuing to play or moving on. We also discussed our own personal understandings of meaningful interactions such as the idea of feeling you’re not wasting your time, enjoyment of that time, feeling you have benefitted from the interaction. We then discussed how full-motion video games and point and click interactive movies all resort to the mystery and adventure games genre. How they intersect gameplay interactivity with film-like storytelling and how difficult it is to balance the two.
For the remaining time, we split off into groups to experience some VR games and how they could relate to the current game our team was developing. For our play session, we first played Super Hot for its use of time as an interaction where the faster you move the faster your enemies will engage you leaving to move slowly and with a strategy to take on a swarm of enemies.
Since the game we are constructing is a horror based game we played Stifled which has a similar echolocation feature in the game like ours where you avoid an enemy and navigate in the sewers through sound. The last game we ended up playing had the most effect on all of us was called Face your fears, where you placed in a kid’s bedroom and you pick 1 of 3 children’s books which will generate a scary atmosphere within the room through sound and jump scares. We realized of all the games played this had the least interactivity but it also provided the greatest atmosphere through immersive sound.
For this workshop, we were introduced to VR integration in Unity, based around sample set demo where we were able to interact with assets to see the different types of movement types one can utilize in their build. For our rough build, we modeled a rough maze to experience movement within the unity build. We had difficulty setting up our build because we had decided to use the Occulus Quest that required some additional software and updates which took up a majority of our testing time. What I was immediately taken aback by was the scale at which we experienced the maze as it was giant as this never paid attention to when scaling the maze in Unity.
For my VR lab investigation, I had the opportunity to experience the creation tool Google Blocks on the Oculus Rift. Surprisingly there was not much of a learning curve in using the application as the entire setup was intuitive as the individual tools and commands were provided on a paint pallet type object. There was a point when I was modeling an object I physically started to move around the object as opposed to moving te entire object as a whole. After learning some basics of object size manipulation and extruding I attempted to recreate a train with the modeling tools. Having roughly only a 15-minute time slot this was my resulting attempt. Though very simple and crude this 3D low-poly sculpture allowed me to learn some of the basic mechanics and tools involved in Google Blocks
My next exploration on the Oculus Rift was more of an experience rather than playing S.E.N.S VR, which was described as a virtual reality game inspired by a comic. Unlike my previous experience in Google Blocks which required the use of two controllers, S.E.N.S VR entirely relied on the player use of their head and line of sight to trigger events. The player would look and focus on a particular object and a dot icon will grow into a circle when you have gazed at the object long enough to trigger an event which could be a shift in perspective, falling, flying and walking. This exploration game showcases how well 2D hand-drawn illustrations work well within a 3D environment especially in its showcase of depth as some sequences feel like comic panels come to life. It was also a surprise experiencing how well a head-tracking controller could be implemented within a game.
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