Genshin Impact — Step Into a Vast Magical World of Adventure

Genshin Impact is an open-world action role-playing game, where the player is a traveller exploring the world of Teyvat, in search for their lost sibling. On their journey, players meet different characters, embark on quests and discover new cities.

Website link: https://genshin.mihoyo.com/en/home

Link: https://www.youtube.com/watch?v=lMdsrZ1otlA

Lens 7: Elemental Tetrad

Mechanics

Players can wander around freely using the normal navigation controls. They can also sprint, jump, climb, glide and swim but with limited stamina. During combat, players can use normal attacks and elemental attacks, with different weapons and elements depending on the chosen playable character.

Story

The stories mostly lie in the quests, which involve meeting certain characters and helping to resolve the conflicts they are facing. It is mostly a linear story-telling method (author control), the interaction (player control) is relatively insignificant — only on a conversational level.

Character dialogue

Aesthetics

Genshin Impact has stunning aesthetics, with detailed character design and architecture of vibrant colours, paired with enchanting music, sound effects and character dialogue that gives personality.

Aesthetics and visual design

Meticulous care is also given to the interactions that players can have with their environment, making the experience very immersive and in line with the theme of exploration.

Technology

The game was developed using Unity. It is available on multiple platforms, such as Android, IOS, Windows, PS4, PS5 and they are planning to release on Nintendo Switch as well.

Lens 1: Essential Experience

I believe that one of Genshin Impact’s key components is their concept of elemental reactions and character switching. Each playable character has a main element (wind, fire, ice, etc). Combat in the game requires players to think about how to use elemental compatibility and reactivity to their advantage, both within their own party and against their opponents. For example, attacking with a water character and then switching to an ice character can freeze enemies that are difficult to beat, or using an electricity character on a rainy day will cause the enemies to be electrocuted, hence dealing more damage.

Understanding more about how the world in the game works and using past knowledge to solve new problems are part of the essential experience of the game.

Elemental Reaction of fire and water to increase damage

Lens 5: Endogenous Value

There are various rewards players can receive in Genshin Impact, and I think one of the most significant ones are Primogems. Genshin Impact has a “gacha” (or randomised) mechanic of pulling playable characters, and Primogems are the in-game currency necessary for that. Since the characters have different strengths and weaknesses, players would feel motivated to earn more Primogems to be able to pull more characters to create their ideal team.

Gacha” wish system to get playable characters

Completing certain domains or defeating bosses can also reward players with the required materials for levelling up their weapons or characters, which is also attractive as it makes defeating tough opponents easier.

As someone who does not want to spend money on games, this system works in my favour as I can continue to progress and enjoy the core game experience as long as I work on the right quests and tasks.

Lens 2, 3 & 4: Surprise, Fun & Curiosity

When players are not pursuing any active quests, they can go at their own pace in increasing their world exploration progress. As an open-world game, Genshin Impact provides many opportunities for players to wander around unexplored regions on the map, discovering enemy camps and treasure chests along the way. This is what I usually do when I get bored or stuck at a particularly difficult quest but still want to play the game.

Attacking enemy camps

Lens 6: Problem Solving

As mentioned earlier, combat requires strategies, especially when defeating opponents with different weaknesses. Players can use weapons and elemental reactions to their advantage.

One of my favourite parts is how Genshin Impact has puzzles sprinkled all over their map — for example, figuring out the right mechanism to unlock a certain domain. Clues and hints are available in the area, and players can put two and two together, sometimes using different characters’ abilities to solve the puzzle. This gives a great sense of accomplishment.

Solving a puzzle to unlock rewards

Conclusion

Overall, Genshin Impact has a good mix of action, problem-solving and aesthetic. I love how it allows players to immerse themselves in a different world, and the way players can slowly explore and progress at their own pace if they choose to.

PUBG Mobile

PlayerUnknown’s BattleGrounds (PUBG) is an online multiplayer battle royale game developed by PUBG Corporation, a subsidiary of Krafton. PUBG Mobile was released in 2018, one year after the successful release of the PC version in 2017.

PUBG PGI 2018 Results - ft. Ninja, shroud, Dr DisRespect - Elecspo

Lens 1: Experience
PUBG Mobile is a battle royale game, which blends last-man standing gameplay with the survival, exploration and scavenging elements of a survival game. Such a concept is not one that people often get to face in real life, but players can discover such an experience through the virtual effects of such a game.
In addition, the game is meant to have an extremely immersive experience. Players are recommended to use earpieces when playing the game to value add to their experience. Key sound effects include footsteps, gunshots etc, based on these sound effects, players can gauge where their enemies are without having to see them.

PUBG Mobile version 8 adds Sanhok map, enhanced airdrops and ma

Lens 2 & 3: Surprise & Fun
In a battle royale game like PUBG Mobile, the element of surprise is always present throughout the duration of the game. While navigating through the map, you will not know if there is an enemy camping behind a wall or snaking in the tall grass. These enemies are bound to give you a surprise when you walk past.
PUBG Mobile has many fun aspects, one of it is that it is a social game. While solo mode does exist, most people opt to play squad mode in a squad of four people. The fun and enjoyment gained through playing and winning the game with your friends is pleasurable for the brain.

Best weapons in PUBG Mobile | Digit

Lens 4: Curiosity
There are many different weapon types and an even larger number of different weapons available in the game. Different weapon types are suitable for different kinds of combat, and different players are more accustomed to different types of combat. For example, a player may be better at close quarter combat, and would prefer guns like sub machine guns, in comparison to another player who is better at long range combat, and would prefer guns like bolt action sniper rifles. In order to find out what he is most accustomed to, players will always be curious to put themselves in different situations during the game to try out new types of combat.

PMGC 2021 Announced With $6 Million USD Prize Pool: How Does it Compare to  Other Esports Events?

Lens 5: Endogenous Value
Players who make it to the professional stage have the chance of winning great prize pools, for example the most recent PUBG Mobile Global Championships 2021 has a huge prize pool of USD$6 million. For amateur players, there are also regional competitions they can sign up for to win smaller prize pools, and it also gives them a chance to make it to the professional leagues as well.

Lens 6: Problem Solving
While some may look at the game as a simple shooting game, that is actually far from the case. Within a squad of players, there are different roles, examples are In-Game Leader, Fragger, Flanker, Sniper, Support etc. Based on players’ strengths, they are allocated roles for them to display their strengths, and they all play important parts in winning a team fight or the entire game. Also, there are also a lot of analysis and problem solving when it comes to finding appropriate rotations into the safe zone, not rotating into the safe zone on time will result in the elimination of the team. In general, there are also many other strategies such as the heal strategy, but I will not go into detail here as they involve too many technical details.

In general, analysing such a popular game like PUBG Mobile has thought me that there is a lot more than it meets the eye when it comes to creating a successful game like this. It is important to consider many various perspectives when designing any game in general, and looking at the lenses are a good way to start of with.

Dota2

DOTA is a strategy video game created by Valve. It is one of the many multiplayer online battle arena (MOBA) custom games in the video game Warcraft III: Reign of Chaos and its expansion, The Frozen Throne. The ownership and development of DOTA was passed on multiple times since its initial release, until Valve hired the game’s lead designer IceFrog and after a legal dispute with Blizzard Entertainment, the developer of Warcraft III, secured a deal that allowed for Valve to inherit the trademark to DOTA. DOTA gameplay centres around two teams of five players in which the victory condition is to destroy the opponent team’s “Ancient” building. Each team roles usually comprise of three core players: the carry, mid-lanner, off-lanner and last but not least the two supports. Each player is in control of a character termed “hero” and would be role-playing his or her role during the game. While DOTA players have developed many strategies over the years to achieve the winning condition, the general consensus is that the core players will be trying to get as much gold as possible during the early stages of the game to acquire items that will make them stronger later in the game so that they can kill the opponent heroes whereas supports will help the core players to achieve this goal during the early stages of the game.

A sequel to DOTA, DOTA2, was released by Valve in July 2013. The game retains the same gameplay elements as its predecessor, while introducing new support and mechanics, as well as a setting separate from the Warcraft universe.

Lens 2 & Lens 3: Surprise & Fun

In DOTA2, the element of surprise is evident when teams adopt strategies that are not normally executed in the game itself which will catch their opponents off guard. In the video below, a professional team NoTideHunter baits with one of its team members to die to Roshan, which is one of the neutral spawns in the game to cause the opponent team EG to think that NoTideHunter is attempting to kill Roshan so they start moving to the Roshan pit. EG took the bait and proceeded to the pit but was ambushed by NoTideHunter’s heroes which were stronger in the early stage of the game. This bait gave NoTideHunter two free kills which secured some gold for the team and provide them a slight advantage at the start of the game. Even though the opponent gave away two hero kills, the thrill of discovering this unique and unconventional strategy and being taken by surprise are also what makes the game fun for the opponents as well.

Lens 4: Curiosity

There are more than 100 heroes to choose and more than 120 items to acquire in DOTA and since each hero has at least four skills/abilities. This would mean that there are more than a 100 000 permutations in terms of skills and items that one can obtain during the game itself.

Due to the vast number of combinations that a player can try in each game, players will always be curious to play the next because there will definitely be some combinations that they have not tried. Even in professional teams where players spend hours everyday trying to find a new strategy or combination of items and heroes, there will bound to be some that were still unexplored. This is evident in the main annual DOTA2 competition – The International where new item combinations were displayed or unconventional strategies were brought to light.

Lens 5: Endogenous Value

DOTA2 players could also earn money and gain new character skins from playing the game. There are four major tournaments held annually during the Spring, Summer, Autumn and Winter and each of these typically have prizes worth at least $1 million USD. Among these, the main event is The International and the most recent one has prizes worth of $40 million USD. Apart from competing, players could also stream their gameplay on twitch or create youtube channels to gain income. One of the more popular DOTA2 twitch streamers include AdmiralBulldog and Gorgc and their income average to be around $10 000 USD per month. There are also popular DOTA2-related youtube channels such as Dota Watafak which has around 3 million subscribers. DOTA2 teaching platforms such as Gameleap are also becoming increasingly popular where experienced players can teach the newer players how to become a better player and earn some tuition fees. Nowadays, players also sell their high ranking account that has more character skins. These monetary rewards and greater in-game benefits act as a motivation for players to continue playing DOTA2.

Lens 6: DOTA2 have some form of Problem Solving Activity

DOTA2 has a really complex game mechanism and sometimes when it seems impossible for a team to win, there are instances when they do win eventually in the later stage of the game. For example, DOTA2 has a feature which makes use of AI to determine the probability of a team winning a game based on factors such as team kills, number of infrastructures remaining and team total gold etc. As we can see from the article link below, a team managed to win eventually even though they are far behind in terms of resources and team kills through countering the opponents camping outside their spawn and fighting on higher grounds with vision. It is not uncommon for teams to lack far behind in terms of resources and win the game later on because there are many ways to close the gap like having the carry to farm for gold (gain gold through killing mobs) for extended period of time, buying certain items that counter the opponent teams’ spells or even choosing the right enemy hero to cast your spell on so that the enemy team will be unable to execute the plan they intended. Usually, when I am playing the game, I get frustrated when my team is far behind in terms of team kills but I realized that is also when I start to think carefully about every single item choice and think about whether it is wise to engage the enemy hero. Sometimes I do manage to make a comeback with my team and the thrill that I get from doing so is just really lit.

The analysis of DOTA2 made me realise that there were more to the game than just destroying the opponents’ “Ancient”. It seemed like DOTA2 might have always been a fun game due to the existence of these lenses and from the transition of DOTA to DOTA2, the effects of these lenses have been amplified greatly with the introduction of more new items, heroes etc which seems to explain the wide migration of players from DOTA to DOTA2 and insinuate that DOTA2 might have improved overall as a MOBA game.

Microsoft Mesh – Metaverse as a social construct

The Metaverse is a social construct.
It only exists because we collectively deem it so.
We invent complex economic systems, written and spoken modes of communication, so that we can better cooperate as a species.
We construct laws, conform to social norms so that we require less overhead when collaborating with one another.
Simple acts like buying food from a restaurant requires a complex supply chain powered by collaboration that is only made possible by such systems.

At the heart of all such systems is connection, which this demo emphasise deeply on.

It paints a future where the Metaverse, expressed in various forms, lives closely in harmony with our work.
It focuses deeply on showing how it “gets out of the way” when it’s no longer required.
It shows how it can be additive, preferring mixed reality over completely immersive experiences frequently found in VR demos.

I really like how it makes use of a sentimental soundstage to further generate resonance.

While it helps to paint a harmonious future, it doesn’t actually educate the audience what Microsoft Mesh is.
I think that should be improved by adapting the scenes to directly show what role Mesh plays.

Jane’s Story: Living with a Mental Illness

For so long, the topic of mental health has been a taboo. When it comes to such a sensitive topic, many would rather tiptoe around or even disregard it altogether. Despite its prevalence, people with mental illnesses still face considerable stigma and discrimination1, forming a barrier for those who need to seek treatment. Efforts by mental health advocates and non-profit organizations have made headway in raising awareness of mental illness but combating the stigma remains no easy task. For the healthy, it can be difficult to empathize with the plight of those suffering from mental conditions. This lack of understanding could also bring about the wrong impression that psychiatric patients are violent and are nothing but trouble makers, a sentiment that is further perpetuated by the media.

Opening Screen of Jane’s Story

This is why I was especially intrigued when I came across Jane’s story during my internship at Hiverlab. Jane’s Story is a 360 degree VR video produced by Hiverlabs and TOUCH Community Services which puts you in the shoes of Jane, a student suffering from Depression. Users are put through the anxieties that are faced by Jane and is constantly bombarded by her doubts and insecurities which are conveyed through her thoughts in audio. This creates an intended effect that overwhelms the user as you drag your way through the story. The environment, the audio and the 360 degree viewing angle truly brings about an immersive experience that offers a glimpse of those plagued by mental illnesses.

Screencap of the In-Video Bully

While the video may not be able to fully capture the experience of those with a mental health condition, users would at least be able to understand and empathize what the former goes through. The video presents a great tool for the purposes of raising mental health awareness as it can potentially bridge the empathy gap for those watching it. In fact, social workers at TOUCH Community Services were able to utilize the video to conduct guided sessions with students.

A rather awkward model of the teacher

Despite its successes and utility, the experience in Jane’s Story could still be improved. Primarily, I feel as though the graphics could use more polish as certain models like the teacher as well the trees in the background are glaringly awkward. Obviously, these aren’t the main focus of the video but it has the potential to ruin the immersion for some.

Barring its minor hiccups, I do feel as though the project is a great entry for the utility of VR for portraying mental health conditions. Such efforts could go a long way in aiding the cause for removing the stigma faced by psychiatric patients. With news of more potential episodes, there is much to look forward to for Jane’s Story.

Link to video and how it was made here: https://www.xsens.com/cases/how-hiverlab-is-using-motion-capture-to-help-people-understand-anxiety?utm_campaign=Motion%20capture%20-%20character%20animation&utm_content=185793804&utm_medium=social&utm_source=linkedin&hss_channel=lcp-125725

  1. https://www.samhealth.org.sg/understanding-mental-health/what-is-mental-illness/
  2. https://www.imh.com.sg/wellness/page.aspx?id=2106

Underground – serious games

Underground was developed by Grendel Games for surgeons to practice their motor skills in a fun and challenging way.

In the game, the player controls a vehicle equipped with two large mechanical arms suited for underground mining operations, such as drilling into large rocks, picking up debris, moving around objects, and welding pieces of scrap metal together.

Underground is one of the many games that fall under the category of Serious Games, where entertainment is used to maintain players’ interest in the subject, especially since players’ interest tend to diminish when the subject is dry. Serious games transfer knowledge, teach skills, create awareness, change behaviour, and increase motivation of its players. Players are able to practice skills through simulations, or games with less realistic environments so long as the correct action is performed.

Previously, the surgeons at the University Medical Center Groningen (UMCG) made little use of the original simulator, despite having to practice an average of 200 hours a year to keep their motor skills up to standard. Practicing in a serious game provides the player with motivation to keep playing, through exciting characters, an imaginative game world, and competition with other players. Serious games make repetitive exercises a lot more enjoyable, making the player more intrinsically motivated to practice for a long time. Surgeons can practice using a laparoscopic controller that allows them to control the game using motions identical to those performed during laparoscopic surgery.

Underground teaches its players laparoscopic skill sets and knowledge in a more engaging manner. By combining game elements and learning strategies, players learn how to solve problems through challenges and rewards in the game. This makes it more appealing than traditional forms of learning and mediums knowledge is presented in.

Despite being a laparoscopic training tool, Underground has no official way of tracking the performance metrics related to laparoscopic surgery skills. It would have been better if players using the game for laparoscopic surgery practice could monitor their performance, and whether they have improved throughout their time practicing on the game.

Source credits:
http://undergroundthegame.com/press/
https://www.undergroundthegame.com/product/underground-controller/
https://www.nintendolife.com/news/2015/09/video_this_laparoscopic_wii_u_controller_is_teaching_medical_students_to_perform_keyhole_surgery

Mini Motorways – Small Game, Big Heart

Mini Motorways is a minimalistic puzzle strategy game by Dinosaur Polo club. You can find its website at https://dinopoloclub.com/games/mini-motorways/. In Mini Motorways, the player builds a transport network by connecting houses (the smaller buildings) to stores (the larger buildings) of the same colour using roads, roundabouts, tunnels, bridges, and motorways, which the player gains at the end of each in-game week. Stores generate pins, which cars must deliver from stores to houses. If a store is overloaded for too long, the player loses. As the game progresses, the map expands, and more houses and stores are spawned. This requires the player to build more complex road networks to sustain the stores’ needs, increasing the risk of traffic congestion.

In this post, I will be sharing my experience playing Mini Motorways, and analysing my experience with respect to the elemental tetrad conceptual framework (technology, mechanics, story & aesthetics), and five of Jesse Schell’s lenses from his book The Art of Game Design.

When the game first begins, I’m presented with two buildings with disconnected roads. Without providing any instructions, the task is intuitive: connect the two. The first thing I tried was to drag the house to the end of the road at the store, and it works! This is a great example of how Mini Motorways uses well-known affordances of real-life road networks and takes advantage of natural pattern recognition abilities to make its mechanics as intuitive as possible. This way of presenting mechanics (instead of a full-on tutorial) also makes the game slicker and cleaner, which supports its minimalistic aesthetic well.

As I continue playing the game, I find that I’m deriving enjoyment just by connecting buildings and developing my road network, as I feel like I’m creating something cool. Mini Motorway’s story was largely player-driven, or more accurately, player-imagined. I imagined that I was building an actual road network for a real city, and this gave the game life, while also making me emotionally invested in the game. The minimalistic aesthetic complements this well, as the game allows imagination to run wild by only providing plain coloured boxes. Of course, completing the elemental tetrad is the solid technological foundation of a grid-based system which was simple for players to understand and easier for developers to implement.

I found the intrinsic motivation of imagining a story to my road network more captivating than the extrinsic motivation of increasing my score, and this shows Mini Motorway’s success with respect to Lens 17 (Lens of the Toy). Even if Mini Motorways had no goal, being able to build my road network in a sandbox would be engaging and be a playable game. By being fun to play with, Mini Motorways managed to hold my attention and interest even after I’ve mastered its mechanics (after playing for weeks), and its goals are less challenging.

Although I felt that extrinsic motivation wasn’t too important, Mini Motorways doesn’t neglect Lens 55 (Lens of Visible Progress). Your score is based on the number of pins you have delivered from stores and is displayed prominently on the top right. Completing each in-game week also feels like an achievement, as I’m rewarded with additional road tiles and a choice of a helpful tool such as a bridge or motorway to develop my road network with.

While Mini Motorways managed to retain my interest over a few weeks with its intrinsic fun, at an individual game level, it does seem to have room for improvement with respect to the usual dramatic arc. When analysed with Lens 69 (Lens of the Interest Curve), Mini Motorways has gradually rising tension throughout a game as the difficulty slowly increases, but it lacks two vital elements: there’s no rest for the player (other than pausing the game), and there’s no grand finale – there isn’t a “final boss”. The player can usually tell when their game is about to end, and there’s usually not much they can do about it except perform some damage control to maximise their score and wait for the game to end. However, this shortcoming is what makes player planning important and rewarding and is a justifiable trade-off in my opinion.

Lying beneath the complex road networks that players build in Mini Motorways are surprisingly simple mechanics. Lens 48 (Lens of Simplicity/Complexity) is one where Mini Motorways shines. Each game element has very simple mechanics: stores produce pins, houses consume pins, bridges allow roads over water. But the emergent complexity from the decision-making on how to best use each element to create the most efficient road network is immense, and difficult to master. It’s impossible to tell if a road network I’ve created is the “best” road network, as the state of the network is in a constant state of flux as more stores and houses spawn. Many emergent strategies are formed, such as a colour-separation strategy I employed in the screenshot above. There are even somewhat cheat-y strategies such as placing roads in certain areas to prevent a bad store spawn!

Ultimately, Mini Motorways is a game about problem solving, the subject of Lens 8 (Lens of Problem Solving). Problem solving games tend to have an issue with freshness, as once the player knows how to solve a problem, they aren’t challenged anymore. Mini Motorways keeps things fresh by having random spawns (thus making every game different) and daily challenges that impose certain restrictions such as a limited number of motorways, so players are forced to adapt their strategies.

Overall, Mini Motorways is a gem of a game, and displays many excellent design choices for game designers to learn from. Do try it out!

An example of VR sports: The Climb

I have heard VR+Sports for a long time, but have never believed its practicability — we are living in the real world, why should we do sports in the virtual world? At the end of the day, doing sports virtually is not as convenient as in the real world.

I stuck to this idea stubbornly, until I got my shoulder injury. In a judo sparring, a non-standard Ippon-seoi-nage broke my left shoulder. “AC-joint separation, ” the doctor told me, “had better never do any competitive sports anymore. ” I stopped doing all kinds of sports. But to promote injury recovery and muscle soundstage, I needed to do lots of rehabilitative exercises. The so-called rehabilitative exercises were just some basic upper body movements, which were so boring that I hardly liked to do them.

Since I could not do sports outsides, it is at that time that I started playing VR games at home. Shortly, I found playing VR games can be an ideal substitute for rehabilitative exercises. Especially, The Climb fitted my situation perfectly. First, when playing The Climb, I needed to hold my hands overhead and do lots of overhead movements, which were especially good for my shoulder injury. Second, in The Climb, I did not need to do any quick movements, which prevents me from secondary injury. Third, I did not need to move my location, so I can play it in any place, including my small bedroom. Last but not least, the game scene was so awesome and realistic. I held myself by small pivots. Above me was the cliff. Behind me was the abyss. The wind in the canyon blew me. The eagle whistled while circling in the air. I am fully focused on my movement, looking for any protruding rock to grab, keeping my balance, and carefully moving to the goal, just like a real freestyle solo. Oh, God. What an immersive experience!

After three months of playing this game, I went to the hospital for a recheck. “What did you do?”, the doctor was shocked, “MRI result shows your left shoulder has fully recovered!” I told him about my experience in the virtual world. He said, “Amazing! VR should be a new kind of treatment. The Climb should be known by other patients of mine.”

Via this experience, I realize the practicability of VR+Sports. It is not a substitute but a complement for real-world sports. It gives a chance to experience sports for the people in rehabilitation and the disabled. It also gives a chance to experience extreme sports for normal people without risk.

Although many VR sports games have achieved good performance, there is still room to improve. Take The Climb as an example. After my recovery, I feel it is too easy to play it as an exercise. One simple but useful idea to improve it is, we can design a pair of trackers with removable counterweights. The more counterweights we add, the heavier the trackers are, and the harder the exercise is.

Tree VR: use VR to raise environmental awareness

In a previous project, our team became interested in increasing peoples’ awareness of environmental issues through games. Upon our research, we found that recently, immersive experience is widely used to raise the public’s awareness towards environmental issues. The Tree VR, introduced by New Reality Company and Rainforest Alliance, is a good example.

Tree is an award-winning VR experience where users take on the body and perspective of a rainforest tree and immerse themselves in the tragic fate of the tree. The entire game flow is only eight minutes. In the eight minutes, the player will grow from a seed to a majestic Kapok tree and witness a forest fire that destroys the forest. The Tree VR experience was open to visitors in Gardens by the Bay in 2019 with a ticket price of S$5.

Features:

The Tree VR provides a short but highly immersive experience. First of all, the graphics and art style used are very close to reality. The player can see details such as ants on the ground and wind blowing through the branches. In addition, what I liked a lot is the sound effect of the entire experience. There is no background music, and all the player can hear is the sound of the environment: the wind, the animals, the fire, etc. When people wave their controllers(branches), they can hear the slight noise made by the leaves.

Another interesting feature of Tree VR is that there are hardly any interactions throughout the entire game flow. In Tree VR, users will no longer see their hands. Instead, their hands are turned into the two branches of the tree. The player can only look around and wave their branches throughout the game. This design has both pros and cons.

Limiting users’ interactions actually makes the experience more immersive in this particular VR experience, because trees in real life are unable to interact with the environment on their own. When we see the forest fire as a tree, we cannot run away to seek help and have no choice but to wait for the fire to reach us. This is exactly what the game designers wanted to convey: “we must protect the forest for those who can’t speak for themselves such as the birds, animals, fish, and trees”.

However, I also agree that games with very few interactions are usually boring. Actually, I got bored for a while in Tree VR, as nothing is happening in my sight, and all I can do is wait for the next event to happen. If the designers decide to limit the interactions to make the experience more immersive, they should work harder not to make players bored.

Here I found a full playthrough video of the Tree VR, you may get a rough idea about what this VR experience is like after watching it 🙂

Minecraft VR

Minecraft has been one of the few games that remains popular even after its initial release and it is constantly being updated by the developers. It is one of the greatest gaming sandbox where players can build, craft, explore and play in their own world. Millions of players around the world would spend countless hours everyday getting lost in their own worlds. As it increases its reach and expands its support across various consoles, such as PC, Xbox and mobile, it is not surprising that Minecraft has tried to create support for VR headsets as well.

Why it is engaging:

Virtual reality is a refreshing change from the classic Minecraft gameplay on a screen. After spending so much effort into building and creating a world of your own in Minecraft, what would be better than to enjoy all of that work you spent in person? By using Minecraft VR, players are able to fully enjoy the world around them and see a whole new perspective of their Minecraft world.

Firstly, the sense of scale hits almost all players when they are new to Minecraft VR. As a two block tall character in the Minecraft world, standing among the craggy chasms, being able to look up at the looming mountains, seeing them extend into the sky far above you. One cannot deny that the experience is simply breathtaking. Due to its low-fidelity, block-based graphics, immersing into the Minecraft world gives a cartoon-like feel to players. The lack of fine details made the gameplay comfortable for players to enjoy their time in the virtual world.

Secondly, certain game actions such as swinging the arms to attack a mob, pulling the string of the bow to fire an arrow and hitting the block to mine it was very intuitive and realistic. This helps to make the game more immersive as the player has to mimic the actions in real life in order to complete a certain task in the game.

In addition, with the help of virtual reality, players are able to get up close with mobs such as dogs and cats to “pat” them. Encounters with hostile mobs in Minecraft becomes way scarier. Having to see a hostile mob approaching, attacking or even dropping from the top of the cave down to where the player is inflicts a greater fear in players as everything seems more real. This increases the challenge of the game where players get to fight all the scary mobs in first person, slashing away with their swords or blocking attacks using their shields.

Points of improvements:

Although being “inside” a Minecraft world is a novelty, it is a game where players spend a lot of time getting lost in their own virtual world with their arbitrary set of goals that they can chase for hours – building a city, exploring all the biomes, slaying the ender dragon. Despite efforts in making the game comfortable in VR such as the ability to toggle between theatre mode and immersive mode, Minecraft VR still faces the challenge of players experiencing vertigo after long hours of playing the game. Players can feel the strain in their eyes, the ache on their necks as well as the headset pressing into their face. Therefore, players would choose not to play Minecraft VR for for long hours unlike its other gaming platform counterparts.

Furthermore, as Minecraft have many controls for mining blocks, placing blocks, crouching, sprinting, jumping, eating as well as switching inventories, players who are new to VR may be overwhelmed by the shear amount of controls to familiarise. Chatting in multiplayer mode is difficult as well since the VR headsets do not provide keyboard inputs for text chats. Other modes of communication such as voice chats can help to alleviate this issue.

Nonetheless, I believe that VR has unlock a huge potential for the gaming industry to improve players’ gaming experience. Minecraft took the plunge to create their own VR experience for players and there will be many more gaming companies that will follow the trend to create VR options for their games in future.