Last week, I attended the 2014 Game Developers Conference in San Francisco — it’s pretty hard to find a group of companies and people that is so unapologetically hell-bent on mind-melting. I won’t be providing yet another rehash of the headline-making announcements from Sony and Oculus, but I am excited to share some of the other experiences that caught my attention.
Before we get started, about a year ago, I had a lot of good things to say about my first experience wearing Oculus Rift. I’m still a big fan, but it was interesting to see the number of different ways that exhibitors incorporated it into their demos at GDC. Instead of being the star attraction, it was often a complement to some other amazing technology that the company was showing off. Not only is the experience of total audiovisual isolation/replacement evolving into a mainstay, but additional technology is being incorporated to allow one to remain in the experience longer and deeper.
OK, enough reflection. Onward into the bold, bright, and lonely future!
Sulon: I think the business plan for this company is, “Let’s take everything and then do that.” The Cortex (the crazy thing on my head in the picture) uses an Oculus Rift to provide both Virtual Reality and Augmented Reality in conjunction with spatial scanners, handheld game controllers, wireless technology, a video camera, an Android tablet, and who knows what else. What does this mean? The camera provides a video feed of your environment that is displayed within the OR, but it is “augmented” with virtual objects that you could shoot at using the controllers. One of the augmentations looked like a teleporter beam and when I walked into it, the entire environment changed to virtual reality. However, in both cases, the sensors incorporated the physical walls of the room into the digital environment. In VR mode, it was possible to physically walk through the real room, experienced as a purely digital room, and proximity sensors would beep to let you know if you were about to walk into a wall. The Cortex is an ambitious mashup of cutting-edge technology and if they can work out the kinks, the whole might be greater than the sum of its parts.
Condition One: This camera was quite a spectacle on its own. It shoots in 360 degrees simultaneously in high resolution and at a high frame rate. At the booth, I used Oculus Rift to watch a short movie that was shot with the rig. Actually, it was three unrelated shorts that provided a good showcase of different styles and content. This was probably one of the only booths at GDC that featured an OR in a non-interactive context. However, part of the allure of VR is the experience of being instantly transported to another world. In a gaming context, I often forget what I’m supposed to be doing because I enjoy luxuriating in the visually rich, all-encompassing surroundings. It was a nice change to be able to relax and observe and not worry about being shot at or accomplishing something. It was also refreshing to see live action content as opposed to CG. Although these shorts had a non-narrative, verite style to them, I could see how this type of production could also be effective for a sophisticated and complex narrative piece.
Virtuix & PrioVR: I’m lumping these companies together because they fall into the category of, “Wow, this looks super cool, but it’s taking too long to cycle people through the demo so I’m going to pass.” Both companies feature technologies that complement the Oculus Rift with a sense of full-body immersion. The Virtuix Omni allows you to physically pace through a virtual environment using an array of proximity sensors embedded in a treadmill that parse data generated by special shoes that you need to wear. Seriously. PrioVR uses inertial sensors attached to various parts of your body to provide full body tracking. If any of this sounds remotely interesting and you were alive during or heard of the 1980s, I highly recommend Ready Player One. This book seems incredibly prescient except that many of the things that it anticipates happening 30 years from now happened last week. And it was written two years ago. Oops.
IDNA: In their own words, “IDNA is a new kind of storytelling experience at the crossing between an animation film, a choose-your-own-adventure book, and a video game. Each scene of the story is designed in 360 degrees; it’s up to you to decide where to look, simply by moving your device around you. The narrative is never twice the same, as your focus will seamlessly influence the course of the story.” Basically, it’s the narrative experience I was jonesing for in my blurb about Condition One. Talk about wish fulfillment. Recognizing that not many people have an Oculus Rift, they developed a “poor-man’s VR” version using an iPad. Holding the iPad up and rotating in a circle provides a decent emulation of wearing a HMD and turning your head. At the worst, you might be mistaken for one of those people who uses their iPad as a camera. I know it sounds like I’m poking fun at them, but I’m not; I think it’s a great idea, and a clever and effective workaround for a technology that is still very much in transition. Even better, this is basically the product of a handful of smart folks from Switzerland who are doing something creative. It’s incredibly annoying when Google/Motorola do essentially the same thing, restrict it to a phone that nobody wants, and make it sound like it’s the second coming of bread.
There was more to GDC than VR, and I was glad to see it. After spending about ten continuous minutes in one of these demos, I found it very difficult to reintegrate with my surroundings. I was trying to have an intelligent conversation with one of the representatives at the booth, but the part of my brain that was responsible for speech and words had come totally unhinged. Welcome to your future.
And now for some more than honorable mentions of people who are just doing fun, cool, stuff for its own sake.
Hot Shots: This game won the All In One Platform Award in the Intel App Innovation Contest. There’s no immersion and no storytelling, but I’m mentioning it for a couple reasons. 1) The developer was hosting the demo, and he was very excited to be there. In his own words, winning this contest created a massive change in his life and he was thrilled. It was contagious to see someone so excited and optimistic and talented. 2) His game was fun. It supported up to nine people playing it at once around a fairly big touchscreen. I appreciated that it’s too epic to play on a phone or a tablet, not really playable on a wall-mounted TV screen, and basically designed to bring people together to have fun. Total chaos. I was horrible at it. Still had a great time. Hope this is the first of many wins for this team.
Tenya Wanya Teens: This game was in the alternative control exhibit. It’s a self-described “party game” for two players who each have about 16 buttons. The gameplay is simple. Press the colored button to trigger the action that’s appropriate for the situation. Actions include urinating, farting, kicking, punching, confessing undying love, etc. There’s just one wrinkle: the colors of the buttons keep changing, so not all actions are appropriate for every situation. The game lasted about five minutes and we laughed the whole way through. Unexpected, random, zany fun.
Goat Simulator: Thinking about the fact that people got together to make this has become my new happy place. Follow the link, watch the trailer. This is why we have games. Thank you Coffee Stain Studios.