Yueyou Capital Yu Jia: Where is the breakthrough of VR games?

The VR field can be said to be one of the hottest hotspot concepts. The game is also considered to be the most easily monetized path in the VR field. After this period of tracking and discussion of VR game projects, some experiences were summarized.

What did the VR game change?

1) Sensory changes

The most prominent advantage of VR games is the sense of presence, which puts users into virtual scenes, enabling an immersive feeling beyond traditional 3D games.

Observation mode (visual): The mode of the traditional 2D game fixed camera is basically not applicable. The third person camera follow mode will reduce the sense of presence, and the first person camera becomes the most common way. Therefore, FPS games have become the choice of most developers on VR games.

Sound guidance (auditory): Sound is a very important part of the 360-degree scene. The sound is not only to increase the effect of the rendering atmosphere, but in many cases to play the role of game interaction, the user makes a conditioned reflection according to the stereo sound.

Tactile feedback (tactile): The biggest difference from traditional games is the sense of touch. The lack of touch will greatly affect the sense of presence. Traditional game keyboard and mouse handles have great defects in this respect. VR games have a breakthrough space in this respect.

The good combination of visual, auditory and tactile is the true core competitiveness of VR games. First-person perspective + stereo sound + good tactile feedback, constitutes a truly different gaming experience: the eyes are returned to the eyes, the ears are returned to the ears, and the hands are returned.

2) Operational changes

Hands-on operation: This is a very good experience change, highly recommended! Taking the handle controller of HTC vive as an example, the two-hand operation can be more focused and greatly enhance the sense of substitution. Double guns, sword shields, bows and arrows, etc., with both hands in action, most users have never had this kind of gaming experience.

Motion recognition: With the appearance of two-handed handles, with positioning and tracking technology, and more black technology (such as gesture recognition), VR games can create a lot of action, in line with the natural reaction habits of people, thus enhancing the experience. At the same time, it will also increase the exercise consumption and lead to fatigue. A game that is in line with the human body's small-scale action operation will also be an effective breakthrough.

3) Interaction changes

The traditional screen-based menu button interaction used by traditional games is designed for traditional game controllers. In the VR game field, UI interaction will be more integrated into the game scene and become part of the virtual world to reduce the sense of violation. The new UI interaction method requires more imagination and experimentation, and the pioneers of VR games have made many beneficial breakthroughs.

The plot is an important part of traditional games, and the game often leads the story by cutting into CG animation. In VR games, players become uncontrolled parts of the game, and new challenges to narrative methods, shots, and interactions. Forced guidance will destroy the sense of substitution on the spot, and the staged and dramatic approach will be used more.

4) Change in rhythm

Looking forward to the future development direction, VR games will become more and more powerful to experience the game mode, focusing on experience as the core. Chinese game designers have lost their experience in numerical value and development over the years, and have higher requirements for level design and film and television skills. The rhythm of the game will be accelerated, the experience will be strengthened, and the satisfaction of the single game time will increase.

What did the VR game not change?

1) The essence of the game

The game is essentially a process of obtaining feedback through behavioral actions leading to the pleasure of secreting dopamine. VR games are still games, and the way to create immersion and good flow experience in traditional games is still effective. The importance of storytelling, skill, and strategy is not changed by VR games. This is because there are too many VR startup teams to be a VR game for a VR game without paying attention to the essence of the game.

2) Business rules of content consumer goods

The game is a content consumer product in the field of culture and entertainment, and it must conform to the basic business rules. For example, the principle of cost-effectiveness, the dual law, the relationship between supply and demand, and so on. There are some special rules in the field of content consumption.

Always need new content. This is good news, so entrepreneurs in the content field always have a chance.

Creativity can break down barriers to competition. There are few real technical barriers or intellectual property barriers in the game industry. Good ideas can be easily or well received as long as they are implemented. There is always a lack of good content in this area.

There is no advantage in price/performance. Users don't want to consume bad content because they are cheap. The cost of good content and bad content users is similar, so even the poorest users will spend money and time on what he thinks is the best. Good content can greatly reduce the marginal cost, so the content industry can get huge profits in a short time.

3) Humanity

A game product that is addictive. Popular games are designed around the weaknesses of human nature. Can you show off the envy of others, whether there is competition and confrontation to defeat the opponent. When I first started playing 3D games, DOOM and Quake couldn't do anything, and I would still be fascinated to play; I played Diablo for hundreds of times; when I was playing online games, I hanged online 24 hours a day. The game creates the goal for the user to pursue, so that the user has the motivation to continue.

Platform selection for VR games

The market is the embodiment of the relationship between supply and demand. First, we must judge the market capacity and growth. The market in which VR game entrepreneurs can participate is currently concentrated in the following areas.

Hardware equipment:

Three major manufacturers: HTC vive, Oculus, PS VR

Various boxes: Samsung gear, millet box, storm mirror, etc.

Domestic manufacturers: 3glasses, big friends, ants, birds, etc.

Application scenarios: private space / living room, experience store, Internet cafe

The idea of ​​game developers is very simple. Who can make money and who to do it.

Always remember: good content is in short supply, and bad content is not required.

Simply comment

1) PS VR

There are many core player users, and the platform with high probability of success has high requirements on the quality of the game and is worth trying.

2) SteamVR

There are many core players, good paying ability, high game quality requirements, and fast process, which is worth trying.

The above two are recommended for high-quality game development teams, and compete for the global market. The target users are core game players, the host market, and online payment.

3) Experience store

I think the experience store is a successful model and needs to further clarify the target users and business models. Many of the existing experience stores are moving towards the hacking mode, which is contrary to the game's ability to retain the user's characteristics. The experience store model must move toward a model that allows users to repeatedly experience the game multiple times while optimizing on cost/price/scale. The experience store may be more like the arcade hall mode, while the big screen may become standard.

The price difference between VR experience stores in small and medium-sized cities is not large. The first largest user group is young couples, white-collar workers, and students second. The 2 people group came to the most common, 3 or 4 people came to experience more, and 1 person came to experience very little. The game of the experience store should be chosen for small groups. (Don't underestimate this information, this is dry goods, I found that many experience stores provide a single-player VR gaming experience, even the target user group did not find the right one)

The Ministry of Culture issued on September 18, 2016, Wenshifa [2016] No. 26, "Opinions of the Ministry of Culture on Promoting the Transformation and Upgrading of the Cultural and Entertainment Industry", as a policy aspect that is conducive to related industries.

4) Internet cafe

Internet cafe mode I think there are some problems at this stage. The game user group of Internet cafes belongs to the core users, and the average game time per user is 3 hours per day, and the proportion of old users of Internet cafe users is large. In the short term, VR games do not have the ability to meet the needs of these users. They can attract users to adopt early adopters, but it is difficult to continue to earn revenue.

The choice of VR devices will also be a problem that plagues Internet cafes. HTC works well but it is too expensive and the space requirements are too high, the effect of the box is too bad, and the one machine is not cheap.

Therefore, it is difficult to judge the Internet cafes to popularize VR. It is more likely to open up several VR areas and cooperate with the stage and big screen to do VR game show. From the perspective of cost-effectiveness, the role of VR games in promoting Internet cafes is expected to be greater than its own revenue capacity.

5) Box class

Not recommended. I don't quite agree with the current stage of making VR games for box products. The operation, interaction and experience are quite problematic. The core competitive areas of VR games are not cheap and experience. Box products may be more suitable for VR video than VR games.

Type selection of VR games

There is no absolute meaning in the market. Good projects are judged by three aspects: direction, team and timing. Investors also make decisions based on these three factors. VR game entrepreneurs choose the direction of the game, but also combine their own abilities and cut-in opportunities.

The type of VR game I recommend:

1) FPS shooting class

The most competitive field, but also the VR game field that is consistently optimistic. FPS shooting games have relatively mature development experience, and it is easier to simulate force feedback, and the quality of users is also excellent. The main problem to be solved at this time is the problem of moving in the VR game world. Of course, there is still the problem of money.

Choosing this type means competing with the best teams doing FPS in the world. Teams with strength and confidence will be on the list.

2) Multiplayer confrontation games

Confrontational games make it easier to get more fun with the game, and the reuse rate of development resources is higher, which helps to save costs.

3) Adventure games

Adventure games are easy to play the advantage of VR games on the spot. Small scenes can save costs and make it easy to render the atmosphere. Adding random elements can increase richness.

4) Strong experience game of scene simulation

For example, scenes such as the seabed, volcano, and space that users often find difficult to experience can give users a strong sense of shock, but pay attention to other game elements to make the game rich.

5) Historical restoration

Restoring famous events or behaviors in history in a virtual world can also be highly attractive. For example, dancing with MJ, if you can communicate with social means, it will definitely have a better effect.

Splash some cold water

Due to the enthusiasm of the capital market, VR in 2015 was a bit of a slogan. Major equipment manufacturers and content developers were talking about VR, and some small teams also came in. I attended some VR summits. Hundreds of investors surrounded dozens of developers. It seems that everyone is going to enter the VR era tomorrow. Everyone wears a head-to-head work and social life.

1) The popularity of VR may be much slower than expected

I entered the field of mobile games in 2004, and it was only in 2013 that it ushered in a big outbreak of mobile games, which took 10 years. The mobile phone is a device that is just needed, and people need a mobile phone even if they don't watch video and don't play games. VR may be a new generation of social and computing platforms in the general direction, but in a short period of time, consumers do not see the hard demand for VR. The outbreak of VR may take 10 years and 15 years or even longer. Are the entrepreneurs who are now entering VR ready to fight in this field for 10 years?

2) VR games need to survive through profit

Although the VR industry may take more than 10 years to break out, it is difficult for VR games to survive on that day. Therefore, VR games must be profitable through existing user groups and growth. And even if you live that day, you won't necessarily be the company that is now a VR game startup. In the content field, the first-mover advantage does not have much effect. It is like when the mobile games broke out in 2013, the entrepreneurial mobile game companies in 2004, 05 and 2006 did not share much.

3) There are still many shortcomings in current VR devices.

Both hardware and technology are in the process of rapid development and iteration, and new technologies and materials are likely to overturn existing products. The game production should be ready to follow the technical upgrade and update quickly, and it will be eliminated if it can't keep up.

4) Entrepreneurship is a big probability of failure

Information is not enough, but the competition is full! Opportunities belong to those who have the accumulation to prepare and have good luck!

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