For the current VR market, how to realize cash is an absolute topic that cannot be undone. In this regard, many Japanese manufacturers have focused on the offline, including the VRZONE project of Bandai Nanmeng, which we introduced in Japan, with a turnover of around 700,000 yen per day. Nourished. The executive producer of the BNE Entertainment Division, Shunichi Koyama, gave a speech titled “Business Strategy of VRZONE†at the recent GCC17 and introduced the design skills of VR experience shop games.
Since 2 years ago, Hill has led the team of 250 people and launched the "Project I Can" offline VR experience store program, which is what we now see as VRZONE. Experience a total of 8 works in the store, all content development cycle is only half a year. During the development phase, the team did not even have the HTC Vive and the Oculus Rift CV1. They could only take the Oculus Rift DK2.
The first is the background of opening VRZONE. For the Japanese market, with the implementation of the "Big Shop Site Law" in Japan in 2000, entertainment facilities were able to enter large shopping malls. For a time, many direct arcade machines with big heads were stationed in large shopping malls. However, due to the impact of the Internet, the physical entertainment economy has been affected. In the past eight years, the market scale has dropped by nearly 400 billion yen, which is almost at a loss.
Japan's AM market declined by 4,000 yen in eight years, mainly due to the current loss.
For large shopping malls, its main user base is home-based, and there is rarely a single person visiting the mall. For the game center, it has basically been occupied by fighting games, music games and card games, and there are certain differences with the target users of VR experience. For the users of the experience store, in fact, more is the family unit, or is now filled (in reality, very full of people), a couple such people.
This also leads to the conclusion that the ultimate goal of these players is to enrich themselves, so they must bring their unique experience. To analyze these users, the most important locations are the theme parks, real escape games, and music festivals. For these people, there is plenty of money. Therefore, BNE decided to locate the offline experience store in a big shopping mall instead of an arcade hall.
Since it is faced with this group of users, the task to be done is “to bring different experiences to current consumersâ€. After consulting with Hotan Palace (another person in charge of VRZONE), Xiaozhuang confirmed the characteristics of VRZONE: VR technology. Use, support multiple user experience, as much as the amusement park game, about 5 minutes of experience time, and to allow players to gain touch in this time. Another point is to increase the content of the challenge class. For offline experience stores, the number of new users will certainly become less and less as time passes. Challenge games can effectively increase the number of repeat customers.
From Hill’s point of view, the most appropriate VR offline experience gives the player an impression that it can be completed in 5 minutes, and that after each experience, there will be a feeling of inexhaustibility, and you want to experience it again, and Amway friends. Get up and play.
In the case of the horror game Escape Ward, the UE4 engine was used and the material of Time Crisis 5 was used. It took 2 to 3 months to develop the original prototype. Players need to rely on the light brought by the flashlight in the abandoned ward to escape the days of birth. For many players, they will inevitably pull the trigger with various unexpected situations.
From Hill's point of view, the most important aspect of VR games is the interaction, so developers have been conducting "human trials" during the prototype period. Even developers, after being equipped with VR helmets, are frightened and screaming. In the room one after another. Only by getting such feedback can such a DEMO be completed. In 3 months, the company recruited some experiencers, but they gave the opposite experience: a horror game became very "interesting."
When developing VR games, it is also very important that people's reflex movements: here can be mainly divided into conditioned reflexes and unconditional reflexes, and VR games is to do is to deceive the player's body from the visual and auditory, so as to achieve unconditional reflection. Including the body's writhing, muscle tension, and suddenly jumped up. Regarding the development direction of VR, it does not mean that its fun will make the player happy, but let the player think this kind of experience is real.
So the wrong direction will eventually make the horror game "interesting." Hill said at the time of replay that the focus of the horror game is focus, and the original prototype did too much because of the interaction, stripping the game of realism. In this regard, the team probably deleted nearly 70% of the interactive content, and to reduce the number of "killers" in the game to 2 times. At the same time, the scope of vision will be reduced to create a depressing experience.
Hill said: For those games that rely mainly on offline experiences, their interactions are completely different from those of family games, and they must not do too much interaction. At this time, the experience of doing home consoles may instead be burdensome. Instead, it is for some players. Feedback may be more beneficial to the game. For VR games, the most important thing is the sense of realism. If you add too many elements that require brains because of factors that take into account the performance effects, this reality is hindered. For VR horror games, you can refer to the actual haunted house to a great extent.
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