Tag: Immersive Experiences

  • Starbreeze Confirms Future of VR in Location Based Entertainment

    Starbreeze Confirms Future of VR in Location Based Entertainment

    In a a recent interview with Starbreeze Games Chief of Technology, Emmanual Marquez, Dean Takahashi of GamesBeat asks the gaming executive his thoughts on VR and where VR is headed in the near future. Starbreez overall is still very bullish with VR but not necessarily with the home enthusiasts:

    We’re doing Star VR. Since day one I knew it would be difficult to install VR in the home. We all know why. It’s expensive. You need space. It’s difficult to set up. It’s for geeks. When I created Star VR as a piece of hardware at Starbreeze—first of all, I did it because we believe in content, and I knew we could develop at the same time. We always planned to go for the arcades. I envisioned the console model. Console games grew out of the arcades. People played Pac-Man in cafes for years before consoles ever became successful as something everyone had at home. I think VR will follow the same path.

    Admittedly, many people are disappointed with the lack of progress VR has made of the last two years. iMyth has been very bullish on the Location based, Mall driven market. In fact, iMyth has never presented itself as a Game company but rather an Immersive Experience company. Here is what Marquez had to say on the subject:

    People that are disappointed by VR right now are the same people who were enthusiastic two years ago. It’s hobbyists and researchers. There are a lot of other markets, as we all know, and we work with them too, all the verticals outside of games. We know it works. We’re monitoring IMAX VR centers and stuff like that. It’s successful.

    My conclusion is that the audience isn’t necessarily gamers. It’s not the normal gaming audience. It’s anyone. It’s families out on a Sunday trying this out the same way they’d go and see a movie. It’s every age, so you need to provide an experience that works for everyone.

    When you get in the John Wick experience, you’re holding a real gun. Or not real, but it’s an exact replica. You don’t need an explanation of the game mechanics. You get in, you pick up the gun, and you shoot. It’s like going to the fair, the same principle. You play, win, lose, have fun, and come back. You rack up a leaderboard score and your friends try to beat you. Then you have an experience that people play together. The immersion becomes very social. VR is fun to play, but it’s also fun to watch and share.

    Indeed, Immersive Experiences are meant to be social experiences. However, where Starbreeze will focus more on the Esports, game driven community, iMyth will focus on the narrative seeking community. We both have different perspectives how social collaboration will happen. Regardless, that social collaboration will be one of the keep components of VR’s success.

  • Universal’s “Repository” VR Halloween Experience

    It would seem Halloween is the perfect demonstration for creating VR experiences. Big guns like Universal are no exception. A review of their new experience, Universal’s VR Horror Experience can be found on the IGN website.

    At first perspective, it would seem that VR plays a complementary role in an experience that is part immersive theater and part escape game. With that said is would not seem the Repository is a direct competitor. However, they do have some common themes that are shared with the iMyth prototype.

    One of the themes that really stands out is having haptic feedback and interactors operating puppets that provide a more physical experience than just VR alone. I was told by a former Halloween Horror Nights employee that they had to tune down the VR experience with the interactors because it was too intense. What that looked and felt like I’ll never know. However, this does represent the emotional impact physical presence has in the immersive experience. The iMyth prototype does a good job testing some of these concepts.

    I’ll need to set a date with some of the iMyth crew to travel to Universal’s HHN and check out the repository. I’ll probably curse myself if I let this opportunity slide by.

  • Fear Factory Jumps into Immersive Experience Game

    Howdy Gang!

    It would appear there is yet another additional player into the immersive experience game.

    The Fear Factory in SLC seems to be combining the concept of immersive VR with traditional Haunted houses.

    Fear Factory

    I discovered this experience while looking through the ‘Fear Factory’ article posted on Road to VR.

    The Fear Factory is this jumped up Haunted House in Salt Lake City. They partnered with a local VR retailer to add VR to the overall experience. The retailer, VR Junkies, appears to be a VR Arcade equipped with HTC Vive. If this is the case then the VR portion of the Haunted House may be very similar to the experience we are creating at iMyth.

    From the website, VR Junkies does not appear to be a production company, at least not yet. If that is the case then they will be displaying pre-created material from another third party company. Hopefilly this does much to encourage the overall demand for immersive content.

  • NVidea SDK update

    NVidia has jumped into the VR development fray, big time. As mentioned in this article from Upload VR, Gameworks SDK from Alpha to Beta, NVidia is developing its new SDK platform devoted to the acceleration of the VR experience.

    You’ll need to read the full articles to get he full gist. Some of the improvement in technology include:

    • Multi-Resolution Shading
    • Virtual Reality Scalable Link Interface (VR SLI)
    • Context Priority
    • Direct Mode
    • Front End Buffering

    Exciting developments!

  • Emotion and Rapport

    I was reading through my web pages this morning and two very similar articles came up. I had written neither as being significant enough to create a post for. However, when I realized these were two very different article dealing with similar issues it made me think of the relevance they will have in immersive experiences.

    The first of these was a video from the Oculus studio discussing the emotional relevance and importance of their new short called Henry. They discuss the importance of creating rapport with the audience and making them care about the protagonist. They further mention that this task is all the more important when dealing with VR. Because of VR’s immersive potential, audiences will demand a strong emotional connection with its characters.

    The second article was written by Matthew Code on the replayability of games. While he is primarily talking about games I could not help but think that replay is one of the primary motivations behind immersive VR experiences. Matthew writes about what he thought makes game replayable. While we would agree that the lighter more commedic the game is the more attractive it is to watch again. But He also goes on to explain that sometimes characters are just so interesting you want to immerse yourself in their existence.  There was the connection between the two articles.

    Neither of the articles really suggests how to do these things but identifies the need to have them present for an enriching, replayable experience. These will be some of the milestones we need to achieve when developing immersive theme-world experiences.

  • Economic Evidence For Immersive Experiences

    I have been tracking this wave for the last ten years and its finally starting to hit!

    Experience based entertainment is going through an upswing especially with the Millenials.

    I am participating with that with the creation of IMyTH.

    The evidence for the demand for such experiences is captured in this Financial Post article. I was not able to copy the video blog but it does a good job at capturing the essence of what I’m capitalizing on. This may be a good representation of what’s going on in Canada. The good `Ole USA can’t be far behind.