Two Games, Four Platforms: A VR Platform Comparison. E McNeill Indie Game Designer

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Transcription:

Two Games, Four Platforms: A VR Platform Comparison E McNeill Indie Game Designer

- Oculus/IndieCade VR Jam Winner - Best Gameplay 2014 Proto Awards - 2015 IndieCade Finalist The best Oculus Rift game I ve ever played Dennis Scimeca, The Daily Dot My longtime personal favorite Adi Robertson, The Verge Closest thing the Gear VR has to a must download Jeff Dunn, Business Insider A ton of fun, and perfectly suited for the medium... It's just a blast. Ben Kuchera, Polygon Darknet was what I was excited to play every time I put the Gear VR on Kyle Orland, Ars Technica

LESSON 1: This is stupid. Don't do this.

Platform Landscape

Platform Landscape High Cost High Quality Low Cost Low Quality

Google Cardboard Why not?

Google Cardboard Cheap Bad

Google Cardboard Low-quality player experience

Google Cardboard Low-quality player experience Lack of features (input, headstrap)

Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base

Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base Haven't heard great things about software sales

Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base Haven't heard great things about software sales However...

1) Design Implications 2) Developer Experience 3) Business Stuff

1) Design Implications

Commonalities

Commonalities Good engine support

Commonalities Good engine support It's VR! Nausea UI 3D Etc.

Gear VR No positional tracking No wires

Gear VR No positional tracking No wires

Gear VR No positional tracking No wires Built-in touchpad Gamepad optional

Gear VR No positional tracking No wires Built-in touchpad Gamepad optional 1440p, stereoscopic 3D, 60fps, on a cell phone

Gear VR No positional tracking No wires Built-in touchpad Gamepad optional 1440p, stereoscopic 3D, 60fps, on a cell phone wtf

Oculus Rift & PlayStation VR Positional tracking (not room scale)

Oculus Rift & PlayStation VR Positional tracking (not room scale) Input fragmented Gamepad / Tracked controllers

Oculus Rift & PlayStation VR Positional tracking (not room scale) Input fragmented Gamepad / Tracked controllers Consistent high-end performance Oculus-Ready PCs and PS4

HTC Vive Room-scale tracking

HTC Vive Room-scale tracking Tracked hands for all

HTC Vive Room-scale tracking Tracked hands for all High-end recommended PC specs + Steam VRPerformance test

Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Tactera (Plus AR!) Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Aperture Robot Repair Demo Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale

2) Developer Experience

Commonalities Generally dev-friendly!

Commonalities Generally dev-friendly! High demand for games

Commonalities Generally dev-friendly! High demand for games Everything is better if they like your game

Commonalities Generally dev-friendly! High demand for games Everything is better if they like your game Demos are the currency of the realm

Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too

Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements

Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available

Oculus (Gear VR & Rift) Darknet got funding from Oculus

Oculus (Gear VR & Rift) Darknet got funding from Oculus $10M fund for accelerating indie developers Still money available!

Oculus (Gear VR & Rift) Darknet got funding from Oculus $10M fund for accelerating indie developers Still money available! Best approach is to have a demo

Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available Dev relations: Great! Lots of support!

Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available Dev relations: Great! Lots of support! If you get their attention

Sony (PlayStation VR) Gotta go through Sony to get a dev kit

Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements

Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good!

Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good! Funding available

Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good! Funding available Best if you use unique PSVR features

Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore

Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore Loose publishing requirements Greenlight

Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore Loose publishing requirements Greenlight

Valve (HTC Vive) Gotta go through Valve to get a dev kit Loose publishing requirements Once rare, but not anymore Greenlight Dev relations: Also good! Generally more hands-off

3) Business Stuff

Commonalities The future is unknowable, but the past should give us hope. - Winston Churchill, probably

Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch

Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99

Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung

Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung ~200 apps in the store so far

Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung ~200 apps in the store so far Apps priced at $0-10, average paid app ~$5

Darknet on Gear VR In March 2015, went on sale for a whopping $10

Darknet on Gear VR In March 2015, went on sale for a whopping $10

Darknet on Gear VR In March 2015, went on sale for a whopping $10 Gear VR consumer launch in November 2015

Darknet on Gear VR In March 2015, went on sale for a whopping $10 Gear VR consumer launch in November 2015

Tactera on Gear VR Free demo launched in December 2015

Tactera on Gear VR Free demo launched in December 2015

Oculus Rift Launching March 28, $599 price tag

Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units?

Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units? Set expectations at 1M units over Rift lifetime

Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units? Set expectations at 1M units over Rift lifetime Oculus Touch coming H2 2016

PlayStation VR Launching H1 2016? Or Fall?

PlayStation VR Launching H1 2016? Or Fall? Price unknown

PlayStation VR Launching H1 2016? Or Fall? Price unknown Hardware base of 35M+ PS4s

PlayStation VR Launching H1 2016? Or Fall? Price unknown Hardware base of 35M+ PS4s Plenty of support from Sony

HTC Vive Launching April 2016, $799 price tag

HTC Vive Launching April 2016, $799 price tag Potentially strongest appeal to enthusiasts

HTC Vive Launching April 2016, $799 price tag Potentially strongest appeal to enthusiasts Marketing via Steam

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

What's the analogy?

Why target the Gear VR?

Why target the Gear VR? You don't need high-end performance, tracking, input, or pricing

Why target the Gear VR? You don't need high-end performance, tracking, input, or pricing You believe in the platform

Why target PSVR or Rift?

Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking

Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking You want funding / support

Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking You want funding / support You believe in the platform

Why target the Vive?

Why target the Vive? Your game takes full advantage of room-scale / hand tracking

Why target the Vive? Your game takes full advantage of room-scale / hand tracking You believe in the platform

Why target all of them?

Why target all of them? You are batshit crazy ambitious

Why target all of them? You are batshit crazy ambitious Or, you want to hedge your bets

Why target all of them? You are batshit crazy ambitious Or, you want to hedge your bets Your game is flexible enough to make it work

Thank you! @E_McNeill E McNeill Indie Game Designer

Thank you! @E_McNeill E McNeill Indie Game Designer