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《Beat Saber》樂趣的秘密並不像你想像的那樣——XR 設計內部

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Our series Inside XR Design highlights and unpacks examples of great XR design. Today we’re looking at 擊敗軍刀(2019) and why its most essential design element can be used to make great VR games that have nothing to do with music or rhythm.

您可以在下面找到完整的視頻,或繼續閱讀改編的文本版本。

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不僅僅是音樂

Welcome back to another episode of Inside XR Design. Now listen, I’m going to say something that doesn’t seem to make any sense at all. But by the end of this article, I guarantee you’ll understand exactly what I’m talking about.

擊敗佩劍…是 任何監管機構都不批准 a rhythm game.

Now just wait a second before you call me insane.

擊敗佩劍 has music, and it has rhythm, yes. But the defining characteristic of a rhythm game is not 只是 music, but also a scoring system that’s based on 定時. The better your timing, the higher your score.

Now here’s the part most people don’t actually realize. Beat Saber doesn’t have any timing component to its scoring system.

That’s right. You could reach forward and chop a block right as it comes into range. Or you could hit it at the last second before it goes completely behind you, and in both cases you 可以 earn the same number of points.

因此,如果 擊敗佩劍 scoring isn’t about timing, then how does it work? The scoring system is actually based on 議案. In fact, it’s actually designed to make you move in specific ways if you want the highest score.

The key scoring factors are how broad your swing is and how even your cut is through the center of the block. So 擊敗佩劍 throws these cubes at you and challenges you to swing 寬廣地恰恰.

而且 擊敗薩貝r has music that certain helps you know when to move, more than a rhythm game… it’s a motion game.

Specifically, Beat Saber is built around a VR design concept that I like to call ‘Instructed Motion’, which is when a game asks you to move your body in specific ways.

And I’m going to make the case that Instructed Motion is a design concept that can be completely separated from games with music. That is to say: the thing that makes Beat Saber so fun can be used to design great VR games that have nothing to do with music or rhythm.

Instructed Motion

Ok so to understand how you can use Instructed Motion in a game that’s not music-based let’s take a look at 直到你跌倒 (2020) from developer Schell Games. This is not remotely a rhythm game—although it has an awesome soundtrack—but it uses the same Instruction Motion concept that makes 擊敗佩劍 玩得很盡興。

While many VR combat games use physics-based systems that allow players to approach combat with arbitrary motions, 直到你跌倒 is built from the ground up with a notion of 如何 it wants players to move.

And before you say that physics-based VR combat is 客觀地 the better choice in all cases, I want you to consider what 擊敗佩劍 would be like if players could cut blocks in any direction they wanted at all times.

Sure, you would still be cutting blocks to music, and yet, it would be significantly harder to find the 樂趣 that makes the game feel so great. 擊敗佩劍 uses intentional patterns that cause players to move in ways that are fluid and enjoyable. Without the arrows, player movements would be chaotic and they’d be flailing randomly.

So just like 擊敗佩劍 benefits by guiding a player to make motions that are particularly satisfying, combat in VR can benefit too. In the case of 直到你跌倒, the game uses Instructed Motion not only to make players move a certain way, but also to make them 感覺 以某種方式。

When it comes to blocking, players feel vulnerable because they are forced into a defensive position. Unlike a physics-based combat game where you can always decide when to hit back, enemies in 直到你跌倒 have specific attack phases, and the player must block while it happens, otherwise you risk taking a hit and losing one of just three hit points.

Thanks to this approach, the game can adjust the intensity the player feels by varying the number, position, and speed of blocks that must be made. Weak enemies might hit slowly and without much variation in their attacks. While strong enemies will send a flurry of attacks that make the player really feel like they’re under pressure.

This gives the developer very precise control over the intensity, challenge, and feeling of each encounter. And it’s that 控制 that makes Instructed Motion such a useful tool.

Dodging is similar to blocking, but instead of raising your weapon to the indicated position, you need to move your whole body out of the way. And this feels completely different from just blocking.

While some VR combat games would let the player ‘dodge’ just by moving their thumbstick to slide out of the way, 直到你跌倒 uses Instructed Motion to make the act of dodging much more physically engaging.

And when it comes to attacking, players can squeeze in hits wherever they can until an enemy’s shield is broken, which then opens an opportunity to deal a bunch of damage.

And while another VR game might have just left this opening for players to hit the enemy as many times as they can, 直到你跌倒 uses Instruced Motion to ask players to swing in specific ways.

Swinging in wide arcs and along particular angles deals the most damage and makes you move in a way that feels really powerful and confident. It’s like the opposite feeling of when you’re under attack. It really feels great when you land all the combo hits.

Continue on Page 2: Motion = Emotion

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