{"id":209673,"date":"2017-02-20T14:36:56","date_gmt":"2017-02-20T19:36:56","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/what-ubisoft-learned-from-its-first-virtual-reality-games-venturebeat.php"},"modified":"2017-02-20T14:36:56","modified_gmt":"2017-02-20T19:36:56","slug":"what-ubisoft-learned-from-its-first-virtual-reality-games-venturebeat","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/what-ubisoft-learned-from-its-first-virtual-reality-games-venturebeat.php","title":{"rendered":"What Ubisoft learned from its first virtual reality games &#8211; VentureBeat"},"content":{"rendered":"<p><p>    Ubisoft has learned a thing or two about virtual reality.  <\/p>\n<p>    The giant French video game publisher loves to experiment with    new game platforms. Whenever a new one arrives, so do new    Ubisoft games. With VR, Ubisoft has tried a number of things,    and in October it launched its first VR game,     Eagle Flight, a simulation game where you can fly above a    future version of Paris as an eagle. After the game debuted,    Ubisoft found that 73 percent of the game sessions were longer    than 10 minutes, which went against the conventional wisdom    about how VR was too uncomfortable for people to stay in it for    very long.  <\/p>\n<p>    Ubisoft also launched Werewolves    Within, a VR version of the Werewolves tabletop game, where    players try to figure out who among the villagers among them is    a werewolf. And the company is working on Star    Trek: Bridge Crew, where VR players take on the roles of a    starships bridge crew.  <\/p>\n<p>    David Votypka, creative director at Ubisoft Red Storm, and    Chris Early, vice president of digital publishing at Ubisoft,    gave a talk about the lessons the company has learned in VR at    the Casual Connect Europe event in Berlin. I interviewed them    after the talk about those lessons.  <\/p>\n<p>    Heres an edited transcript of our talk.  <\/p>\n<p>      Above: David Votypka (left) and Chris Early of Ubisoft at      Casual Connect Europe.    <\/p>\n<p>      Image Credit: Dean Takahashi    <\/p>\n<p>    Chris Early: The theme of the talk is things    weve expected about VR in the early days, in three categories.    One was locomotion. VR makes people sick, so you cant do fast    motion. Second was time in the headset. Weve heard a lot of    things from headset makers, like seven minutes is what we    should be designing for. The third is that VR is antisocial.  <\/p>\n<p>    What weve discovered is the opposite is true in all three of    these cases, in a lot of ways. For locomotion, Eagle    Flight is the example. You fly at high speeds, turning,    fast motion. The vast majority of people are very comfortable    with it. A lot of it comes down to the techniques they use,    like closing off peripheral vision. Since our peripheral vision    is designed to detect things here, if you sense something    whizzing by it triggers motion sickness. When the game detects    that, it closes that off, and its a very effective technique.  <\/p>\n<p>    GB: The research must have taken you a lot of time.    When did you discover that?  <\/p>\n<p>    David Votypka: The work was done at Ubisoft    Montreal. They had the idea for a flying game because they were    experimenting with Paris from the Assassins Creed universe.    They started noticing that some things worked and some things    didnt. One element that was bothersome was how fast things    were going by.  <\/p>\n<p>    Some of the research Olivia Palmieri did  shes the producer    on it  was in the concept of horse blinders, or what happens    when race drivers go really fast. They get that tunnel vision    effect, which allows them to focus. Instead of creating a small    hole you look through, they do it dynamically. When its    displaying fast motion on the screen, it trims down the field    of view, and then opens it back up again when theres nothing    close by. You still have this wide vista, a panoramic field of    view, until you get close to something. People dont even    notice it.  <\/p>\n<p>    Early: Thats the surprising part for me. When    I first saw it, I was watching a monitor of someone playing. I    assumed people would see it right away. But then I tried it in    the headset and I wasnt even thinking about the effect. I    didnt notice it at all.  <\/p>\n<p>    GB: It sounds a bit like this foveated rendering    technology theyre saying could reduce a lot of the graphics    computing requirements.  <\/p>\n<p>    Early: We could do that with foveated,    probably, by just blurring it instead of blacking it out. It    might be enough.  <\/p>\n<p>    Votypka: To be fair, theyre still calculating    the full screen. Its not a savings for us yet, because theyre    trying to figure out where theres too much motion. Theyve    already had to figure out that theres motion in that section,    and then they black it out.  <\/p>\n<p>    Early: Right. But rendering performancethis    part doesnt have to be as high-res as that part. Back to time    in the headset, seven minutes is what they were saying you    should design for in the early days.  <\/p>\n<p>    Votypka: With Eagle Flight, 73 percent of our    session times are more than 10 minutes. Eagle Flight is a    short-sequence thing. You go in and do a bit of a flight. The    missions are maybe a minute or two at the most. But people stay    in for a long time. A lot longer than we expected.  <\/p>\n<p>      Above: Eagle Flight from Ubisoft Montreal.    <\/p>\n<p>      Image Credit: Ubisoft    <\/p>\n<p>    Early: In the social VR stuff weve seen about    a third of our players playing for an hour to three hours. Very    long sessions, longer than we expected, especially compared to    that estimate of just seven minutes. Thats been really cool to    see.  <\/p>\n<p>    The third part is this idea that when you look at somebody in    VR in their living room, it looks very antisocial. But when you    get people in a shared environment together, when your physical    traits and voice are networked, you get this social presence.    Wow, Im here with other human beings. It becomes extremely    social. Werewolves has been out for a little over two months    and weve seen some amazing stories, from strangers playing    together to how long people spend in the headset to how many    friends they add. All sorts of very interesting things from    what was, in a lot of ways, a social experiment. Its a    multiplayer-only game. It requires VOIP to play. Its almost    totally personality-driven. The gameplay systems are pretty    simple. So much of it is just the players personalities.  <\/p>\n<p>    All of these things were huge questions around shipping a game    like that. For the players that are aware of it, weve had    super positive feedback on all those aspects, which has been    somewhatwe hoped, but we werent sure.  <\/p>\n<p>    GB: Did you set out trying to ignore conventional    wisdom?  <\/p>\n<p>    Early: Social and VR were two things you just    didnt think about together a few years ago. For me, VR goes    back to the 90s. All the time Ive thought about it, I never    thought about the social side until around 2014, when Michael    Abrash from Oculus was at Carnegie Mellon giving a speech. He    said, Theres a lot of open questions about VR. But one thing    Im sure of is itll be the most social medium ever. Thats a    pretty bold statement.  <\/p>\n<p>    We had some multiplayer prototypes in Unity. When we got our    DK2s we put on the headsets and got it running quickly. We sat    across this table from each other where previously wed been    sitting with a mouse and keyboard and monitor. We looked at    each other across this warehouse environment and we could see    each others head movements and so on. I thought, Okay, I feel    like Im actually there with this person, not just looking at    an avatar. That moment, it felt like there was something to    this  something thats not obvious, but once you try it, its    evident how tightly connected people can be in VR. Its you, as    opposed to just a pre-animated avatar.  <\/p>\n<p>    Once that was proven, we started thinking about what kind of    social games we could make. Werewolves was obviously our    version of the original Mafia game. Theres been a lot of    derivatives of that card game. We put in our own unique VR    mechanics and gameplay rules. We went that direction because we    wanted to focus on the social aspect, improving that with a    well-known gameplay model. Social deduction is an interesting    gameplay format for getting together around a table together.  <\/p>\n<p>    GB: It seems like    certain genres fit will here. The board game genre in genre    matches well with social VR.  <\/p>\n<p>    Early: Right. But you look at Star Trek Bridge    Crew, which we still consider a social VR gameI call    Werewolves an around-the-table format, while Star Trek is a    crew experience. In that case youre all looking in different    directions, seated in different places, more separated around    the bridge. The around-the-table social connection isnt there.    Weve designed it into the stations so you can work with each    other. You still discuss with each other. But theres another    action component to the game, going on missions and fighting    Klingons as a crew. Its different gameplay from Werewolves,    but its still social. A lot of different types of games can    work in this social VR genre.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/venturebeat.com\/2017\/02\/20\/what-ubisoft-learned-from-its-first-virtual-reality-games\/\" title=\"What Ubisoft learned from its first virtual reality games - VentureBeat\">What Ubisoft learned from its first virtual reality games - VentureBeat<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Ubisoft has learned a thing or two about virtual reality. The giant French video game publisher loves to experiment with new game platforms <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/what-ubisoft-learned-from-its-first-virtual-reality-games-venturebeat.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-209673","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/209673"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=209673"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/209673\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=209673"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=209673"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=209673"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}