Why now is the time for AAA Studios to Consider VR

Asgard's Wrath

Following the launch of Half-Life: Alyx and subsequent spikes in virtual reality (VR) adoption rates (more on that later), there’s a real buzz around VR at the moment which is highly encouraging but tempered slightly by one key omission: the lack of AAA videogames in VR. As with most new technologies, game development to date in the VR industry has been almost exclusively the preserve of small, independent studios. The reasons for that are clear: small studios can operate off reduced budgets and so are more willing to experiment with new technologies and game design techniques.

Half-Life: Alyx

These indie studios have done an incredible job, but it’s undeniable that as the VR space matures and grows the lack of large, highly polished AAA titles, particularly from key third party studios, is a notable weakness in the overall offering. Anyone who’s recently finished Half-Life: Alyx and then craves a similar experience will know that feeling only too well. However, I would argue that now is the perfect time for AAA studios to take the plunge. The key reasons being:  

  1. Flatscreen AAA game design has largely stagnated and gamers are desperate for a proper ‘next generation’ experience when the new console generation begins.
  2. Core VR game design principles are now well established and have been successfully implemented in a large range of titles.
  3. The VR install base is now at a healthy, profitable level and is growing quickly.
  4. Unlike in the over-saturated AAA flatscreen space, there is not much competition in the AAA VR space – any new AAA game is a big event.

AAA flatscreen games have lost their sense of wonder and excitement

I’ve been playing a lot of Assassin’s Creed Odyssey during lockdown as I managed to snag it cheaply on Steam during a sale. It’s the first AAA flatscreen game I’ve played in a long time. Its a fun videogame and I’m enjoying it, but I find that it just washes over me and that it very much feels like a game I’ve played before. The incredible amount of polish and craftsmanship on display is impressive, but it can’t help but feel generic and similar to any number of other flatscreen open-world titles. There’s no moment of genuine excitement when I discover a new area, enemy, weapon or mission. There’s no sense of wonder as I’ve seen variations of what it has to offer many times before, just at a lower resolution and graphical fidelity. This is not an issue specific to Assassin’s Creed Odyssey. Look at any AAA flatscreen videogame released in the last three years and it’s hard to escape the thought that there really hasn’t been much progress – outside of improved visuals and scale – since the PS3/Xbox 360 days.

Assassins Creed

It’s a well-recognised problem in the AAA space that developers have been struggling with for many years: how do you make the latest iteration of a game feel new and exciting when the input method – a gamepad or mouse and keyboard – is essentially the same as it has been for two decades. How do they make a videogame feel truly next-gen outside of improved graphics? VR is the answer. Half-Life: Alyx demonstrated how powerfully new an established franchise can feel when it leverages the potential of VR. It absolutely felt like a Half-Life game, even down to having a very similar, linear structure to previous outings. However, by being in VR, and leveraging what VR does best (and notably by not taking any big risks with VR mechanics – most of Alyx’s mechanics have been seen before), it is elevated far beyond a typical sequel. The ability to actually stand in City 17 and manipulate objects in that environment with virtual hands while shooting and reloading a gun and using real-world objects like you would in real life instils a sense of presence and wonder into an existing template that is fresh, fun, immersive and feels truly next-gen.  

Just imagine what Ubisoft could do with Splinter Cell or Assassin’s Creed in VR, or Rockstar with Grand Theft Auto or Activision with Call of Duty. As discussed further in this piece, the building blocks are already there. In many ways, it’s the simplest way for the big studios to breathe new life into their existing franchises.

Core VR game design principles have now been established

Crucially for AAA developers, many key VR mechanics have already been discovered and tested with a sizable player base and so they wouldn’t be starting with a blank piece of paper. Movement in VR can be implemented effectively via smooth locomotion or teleportation. There are well-established comfort settings for those who suffer from motion sickness. Climbing is huge fun in VR and numerous videogames have been built around that core mechanic. Gunplay in VR is realistic and intuitive and games like Boneworks, Pavlov VR and Hot Dogs, Horseshoes & Hand Grenades have shown how immersive it is to use a virtual gun just like you would a real life gun. Inventory systems, physics simulations, hand interactions, throwing and sword fighting have all been implemented in numerous videogames and so there is a blueprint for how to successfully incorporate these mechanics into a VR experience.

Boneworks

Hell, one really simple way for a  AAA studio to effectively implement VR into their franchise would be to buy an existing VR engine and use that as the foundation for their game. Imagine a Call of Duty that is built off of the Boneworks physics engine and gunplay. That’s a mouth-watering prospect. The key point here is that we’re now several years into VR development and a lot of the significant design barriers to entry have been removed.

The install base is already sizeable and growing at a fast pace  

As has been widely reported, the latest Steam survey pointed to some highly encouraging VR adoption figures during April 2020. Even with coronavirus supply shortages making it difficult to buy a headset – the Valve Index has been sold out for months and Oculus headsets have only just come back to the market –  the launch of Half-Life: Alyx saw almost a million additional VR users connecting headsets to Steam VR over the previous month and overall the userbase has been growing rapidly month on month over the past year.

This huge spike in users now means that it’s estimated that 1.91% of Steam users actively use a VR headset which equates to roughly 2.7 million VR users on Steam (and it’s worth noting that a considerable amount of Oculus PC VR users don’t use Steam). Sony has sold over 5 million PlayStation VR headsets and while Oculus has never been forthcoming with sales numbers we know the Quest has been a big success – Mark Zuckerberg recently stated that “Quest is selling as fast as we can make them”.  All of this is to say that across the various platforms there is a significant amount of existing users and crucially the install base is growing rapidly month-on-month. With the next generation of consoles around the corner and with Sony reportedly committing to a PlayStation VR 2, Oculus seemingly about to bring out a new headset and Valve fully supporting VR, not only is there a sizeable market already but it looks highly probable that it will be an exponentially bigger one in the coming years. 

Stormland

Any AAA VR release will be a BIG event

As of today, we’ve only really had one proper AAA title in VR – Half-Life: Alyx. Lone Echo, Asgard’s Wrath, Blood & Truth and Stormland come close, but in reality the scale of those projects and the teams that worked on them were relatively small compared to a flatscreen AAA project. I’m also not including AAA titles that have been adapted for VR – such as The Elder Scrolls V: Skyrim VR and Fallout 4 VR– as while enjoyable they weren’t built from the ground up for VR and so don’t fully take advantage of what the technology has to offer.

As such, and as seen with the release of Half-Life: Alyx, a AAA release is a big event in both the VR space and in the broader gaming community as players react (sometimes not so positively) to seeing a beloved franchise in a new medium. The VR community were hyping Half-Life: Alyx for months before its release and the gaming community is still talking about it now, mainly due to how it’s unlike anything anyone’s seen before. With so many AAA games releasing in the flatscreen market – most have annual releases – gamers find it hard to keep up with and play each AAA release and they have in many ways lost that ‘big event’ release buzz.

Half-Life: Alyx has reportedly sold over 1 million units since its launch at the end of March, it was played by over 40,000 players concurrently on Steam just after launch and was also watched by 300,000 Twitch viewers on release day – by far the most viewed VR title ever and comparable, and in many cases surpassing, AAA flatscreen games. Furthermore, the amount of press coverage and articles written about Half-Life: Alyx has been huge. Sure, some of this has been down to the return of a gaming franchise that hasn’t had a release for over 10 years but much of it is due to the decision Valve made to make it in VR. There has been a big and enduring buzz around the game and it has felt like a real video game milestone event.

VR as part of the AAA space

This is all not to say that somehow AAA VR videogames should replace indie VR titles or that we should no longer have flatscreen AAA games. There is, of course, a place for both of them in the wider gaming ecosystem – I’ve enjoyed Assassins Creed Odyssey and find it relaxing, and we need indies to keep pushing the boundaries of what’s possible – but it’s undeniable that flatscreen AAA games have lost some of their wonder and excitement and a bump in resolution and fidelity will not be enough to provide that crucial next-gen experience. Whilst at one stage developing in VR was a daunting prospect, the core mechanics have now been worked out and there’s a healthy and rapidly growing user base that’s craving AAA content. It’s time for the big studios to get involved.

Half Life: Alyx and how the Menial Becomes the Magnificent in VR

Half-Life: Alyx

A lot has been said and written about Half-Life: Alyx over the past month and the rave reviews are more than justified. It’s a superlative ‘best of’ first-generation VR ideas, all packaged together in a highly polished package that completely sells the idea that not only is AAA VR very much possible but that it is the future for the gaming industry. I defy anyone to play a more immersive and enjoyable game this year in any format.

Half-Life: AlyxSeemingly mundane actions can ground you in a fantasy world

There is one area of Half-Life: Alyx that hasn’t been talked about so much and it’s an area that I’ve long felt while being one of the obvious strengths of VR, is worth exploring in more detail; it’s power to simply let you exist and interact in a virtual reality space. Or, in other words, how seemingly mundane or boring actions can be incredibly immersive and fun in a fantastical VR space. Each chapter of Half-Life: Alyx brings something fun and unique to the game, but I have a particular fondness for the very first one as you’re given the time and space to simply look and poke around Alyx’s flat, the nearby streets and Russel’s lab. Each area is incredibly detailed and, crucially, you’re able to pick up and interact with almost every object, all of which demonstrate fully believable physics and react to your manipulations exactly as you would expect. Opening and closing drawers, flushing toilets, picking up and squeezing bottles and rearranging boxes all sounds remarkably mundane, but when you’re doing this in a fantasy space – one as beautifully realised as City 17 – it’s amazing how it can ground you and make everything feel more believable. The environments are just begging to be interacted with and explored, creating the ultimate in mise-en-scène and something that is only possible in VR. If you’ll excuse the pretentiousness of a term I’ve coined for this, I’d describe it as the ‘magnificent mundanity’ of VR interactions (I can feel your eyes roll – that’s fair!).

More tidying than Mary Poppins

This ‘magnificent mundanity’ is central to many of Half-Life: Alyx’s core gameplay loops. Riffing on the survival horror theme that makes up a significant proportion of the game’s overall run time, a core part of the game is your ability to rummage through cluttered shelves, desks and drawers to find scarce ammo. As every item on each shelf, drawer or table (which are normally packed with rubbish) has realistic physics it’s hugely satisfying to sort through it or push it all aside like you’re some sort of ragged city fox and chimes perfectly with the desperate underground resistance fighter you’re embodying. As the game progresses, ammo and resin (used to upgrade weapons) get hidden in increasingly interesting jumbles of mess, that sometimes require Mary Poppins levels of tidying to find. You’ll be amazed at how much is hidden away if you take the time to search every nook and cranny and how fun it is to discover these hidden stashes. The game really takes this to another level when you’re desperately scrambling to find ammo while you’ve got Combine units searching for you or when you’re under heavy fire. It just feels incredibly realistic and immersive.

Half-Life: AlyxHow throwing a bottle might be the best moment of 2020

The further you get into the game the more it leans into this magnificent mundanity, with two particular moments springing into my mind. Without spoiling anything, one is a majestic boss fight that takes place over multiple areas and is based around the simple action of picking up objects (mainly bottles) and throwing them against the scenery to create noise. Again, on paper, this sounds boring but because you’re mimicking a real-world action within a fantastical environment – one which is dripping with atmosphere and tension – it’s not only incredibly realistic but also very intuitive. How many times have you got to a boss fight in a traditional game and struggled to work out what it wants you to do because of some strange game logic and the disconnect inherent of having to input your actions through a gamepad? That problem simply melts away in Half-Life: Alyx.

Secondly, some puzzles can be completed by using bits of rubbish that are just lying around.  You can pick up and throw almost everything, and it turns out that throwing certain objects through tripwires can detonate them. However, you need to be standing quite far away to not die from the explosion and so finding items that are ‘heavy’ enough to be able to throw a long-distance but not so heavy that you have to stand close to the tripwire becomes a mini-game in itself. It’s also worth noting that most of these wires can be disabled in a more conventional way by hacking them using your multi-tool. I love that Half-Life: Alyx presents you with the agency to tackle many of these mini puzzles in whichever way you think best. I had a great moment leaning over a deep elevator shaft and then throwing a paint can through my legs so that it tumbled through a tripwire that was in a door frame below me. No way was that how the developers had planned for that tripwire to be overcome but it worked!

Breaking the 4tt wall with the mundane

Taking player creativity one step further, I also doubt that Valve expected geometry lessons to be taught in Half-Life: Alyx or for it be become one of the hottest places online to watch a piano concert (ok – maybe Valve expected that a little bit!). If you go on YouTube you can watch a teacher give a full geometry lesson using virtual felt tip pens on the window panes of Alyx’s flat and there’s a whole string of videos with people playing on the piano you can find during the hotel level. The piano is a full 1:1 recreation of a baby grand piano and dexterous players have been able to play everything from Numb by Linkin Park to Still Alive from Portal! It is quite incredible to see how creative (and skilled) people have become using these real-world objects in Half-Life: Alyx.

Half-Life: Alyx - window geometryEmbrace mundanity in VR!

In isolation, these seemingly mundane interactions – throwing a bottle, opening a draw, using a felt tip on a window – can all sound a bit boring and perfunctory, but when they’re combined within a game of the scope of Half-Life: Alyx it’s amazing how much it can add. Sure, we all want to use incredible guns and experience exciting set-pieces (which it does superbly) but these moments are made all the more significant and tangible by the grounding that having real-world interactions in these fantastical environments provides.

Could Realistic, Advanced Physics be the Gameplay Differentiator to Take VR Mainstream?

Sometimes, it’s difficult to put your finger on why and how virtual reality (VR) gaming differs to traditional gaming. Of course, there’s the obvious immersion point – in VR you’re actually in the game rather than viewing it – but what about gameplay mechanics? How do they really differ? The Elder Scrolls V: Skyrim VR and Fallout 4 VR are amazingly immersive in VR but, outside of being able to move your weapons in independent directions, is the core gameplay any different from their flatscreen incarnations?

BoneworksA growing trend in the VR scene has been the rise of titles that attempt to utilise realistic physics-driven interaction systems as core gameplay mechanics. This trend began with games like H3VR and Gorn and has gained momentum recently through titles such as Blade & Sorcery, Boneworks and The Walking Dead: Saints & Sinners. These videogames are based around employing consistent, universal and realistic physics rules to every object in an experience so that when a player manipulates or uses that object it reacts realistically (or at least consistently) to both the player’s input and all other objects and masses in the VR space. It feels very much like the next step on the evolutionary path of VR gaming and one that truly differentiates it from traditional gaming.

Adding weight and mass to thin air!

What does this mean in practice? In the titles mentioned above, not only can almost every item in their worlds be picked up, moved, thrown and manipulated but there is also an attempt to give each item weight and mass. Quite a difficult thing to pull off convincingly when in the real world the player is just pushing air particles around! When I pick up a huge axe in a videogame like Blade & Sorcery there is a realistic approximation of its weight. I can’t just pick up this axe with one hand and waggle it around weightlessly. It has realistic physics and it will droop uselessly if I use it with one hand, greatly diminishing its damage potential if I try to hit an enemy (as would be the case in real life). Rather, I need to pick it up with two hands and mime slow swings like it has actual weight. This sounds unintuitive but it’s anything but. It’s actually a lot of fun and surprisingly effective at making you believe you’re swinging around a hulking great piece of metal. Furthermore, if I swing the axe at a wall it will bounce off it rather than just glide through. If I hit a pot it will smash. If I crunch it into a competitor gladiator’s arm it will (gruesomely) dismember them!

Blade & SorceryRealistic, advanced physics take VR immersion and gameplay to the next level

When we talk about realistic physics simulation this is what we mean. While it might not seem like the most obvious selling point for VR – “realistic physics” doesn’t exactly scream must play – the benefits are immense. Firstly, it adds hugely to the overall immersion. Visually placing you in an environment is one thing in VR, but when you’re placed in a space and then each object you touch, grab or swing reacts as you expect, and has its own physicality and weight, it’s amazing how your brain can be tricked into believing that what is in front of you is somehow real and actually there. I spent a ridiculous amount of time in the first few areas of Boneworks simply overturning tables, pushing over filing cabinets and picking up and throwing computer screens. It’s just so much fun to simply exist and mess around in a VR space when you can grab and manipulate all the in-game objects around you.

Secondly, and very much in line with the trend we’ve seen in VR gaming during 2019 and early 2020, there are endlessly entertaining ways to incorporate realistic and consistent physics into gameplay mechanics that facilitate player creativity and expression. The most obvious example is through weapons. When your weapons and your enemies have weight and presence it’s remarkable how many ways to tackle combat situations present themselves. Suddenly, every cool move you’ve seen in a sword and shield or gun-based action film is there for you to emulate. A quick search on YouTube for Sword & Sorcery’s best kills will throw up all manner of complicated and convoluted (and, it has to be said, cool) melee combat sequences which show a whole range of sword, axe, knife and pike sequences that are equal parts shocking and thrilling in their brutality and creativity. On the less gruesome side, if that machine gun now has weight and presence in-game (as in Boneworks), not only can you use it to shoot an enemy (as you would in any videogame), but it can become a multi-purpose tool; one you can use to push open doors or hook over a ledge to use as a climbing aid or as a bar on a zip line.

There’s an almost endless amount of ways you can manipulate these believable in-game props to come up with creative and original ways to defeat enemies, overcome puzzles or navigate parts of the environment. This level of interactivity is just not possible in traditional 2D videogames. They are bound by input methods on a gamepad or keyboard and there’s only a limited number of possible combinations. When motion controls are coupled with in-game objects and weapons that have physicality, the combinations of possible manipulations and consequences are nearly endless and don’t have to be pre-programmed.

Advanced physics are more than just realistic gore

So far I’ve focused on combat but physics-based gameplay lends itself equally well to a whole multitude of titles. Gadgeteer is a great example of how consistent and realistic physics can enhance a VR puzzle videogame. Each lego-like piece that you use to create reaction contraptions (think Rube Goldberg machines) revolves around realistic physics and how one piece interacts with another. The fact that in VR all of these pieces can be touched, pushed, lifted and manipulated like you would in real life lends Gadgeteer an incredible tactility while also allowing various tracks to be flexibly laid out in full 3D spaces. Being able to pick up and handle each intricate piece like you would in the real world, while also seeing them react to other objects as you expect and anticipate, based on your inherent understanding of how real-world physics work, makes the game incredibly easy to pick up and play and in no time at all you’re able to create elaborate chain reaction machines that will surprise you with their scope.

The challenges of implementing realistic physics

So why don’t all VR games incorporate advanced physics simulations and why haven’t they since VR first appeared? Well, for one thing, these physics are difficult and complicated to bake into a videogame. It takes developers many, many hours of development time to understand how to implement these physics and to work through all the various permutations of how each object in a game reacts to another.

The second consideration when implementing realistic physics is how far to take them. Just because a VR title has astonishingly realistic physics doesn’t necessarily make it a fun videogame. Arguably, Boneworks has the best recreation of realistic physics we’ve yet seen but there are moments when it can be annoying from a design perspective. There have been numerous times when I’m running through a level only to find that my character’s foot is stuck on a pavement curb and so I can’t move. Likewise, my gun has often smashed into a corner as I try to round it quickly or a limb gets stuck in a large grating. This also points to another issue with implementing realistic physics in VR: ’jank’. All VR physics titles that I’ve played so far have janky moments and you’ll often see an object react strangely or an enemy contorted into bizarre positions or tripping over the smallest item. Glitches and bugs are part and parcel for implementing these complex systems but it can still be immersion breaking to see some of the ridiculous scenarios thrown up.

Half-Life: AlyxWill Half-Life: Alyx find the perfect balance?

So, there are clearly some steps that need to be taken to find the right balance between implementing realistic physics-driven gameplay while keeping a videogame fun, accessible and polished. We’ve already seen this happen to some extent with The Walking Dead Saints & Sinners, which provided a slightly watered down physics simulation when compared to Boneworks or Blade & Sorcery, but still made sure that key object iteration and combat had that immersive physicality and weight. More excitingly though, Half-Life: Alyx, which is only weeks away from launch, seems to elegantly combine detailed, realistic object interaction and physics simulations with immense polish and accessibility. If it nails that balance we really could be on the cusp of a VR gaming revolution – one heavily based around realistic physics that will provide unheard of levels of player interaction and will be hard for a mainstream gaming audience to resist.