The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 1

The Virtual Arena

In the first of a two-part report observing the current immersive Out-of-Home entertainment scene for VRFocus, Kevin Williams latest Virtual Arena looks at the re-emergence of LBE though the popular free-roaming entertainment trend. Evaluating the pitfalls, and the early fallers, and those operations that have re-opened and hope to define the next phase of business. 

While some pontificate that location-based VR has probably taken a terminal hit from COVID – at the same time we have reports on the reopening of venues in Asia and Europe and even America, and see the return of the audience, though in tentative numbers. One aspect of the successful growth of LBE VR before the ravishes of the global health crisis closed all forms of social interaction and entertainment, was the growth in interest of “Arena-Scale”, also dubbed “Free-Roaming” or in Asia “Walking Attractions”. Players donning powerful backpack PC’s and taking part in multi-player immersive experiences. The compelling nature of these experiences were such that major venture capitalists had vied to invest considerable sums in the early developers of this genre of immersive entertainment.

But even before the global-pandemic suspended business, cracks in the business proposition of some arena-scale operations had started to manifest. Gradually exiting lockdown and the issues that impacted some business plans has been magnified, and we start to see the damage inflicted by a loss of revenue. While some of these immersive operations are facing more permanent closures, others are seeing renewed interest in their offering and a new arms race to dominate what is still seen as a lucrative opportunity.

Bandai Namco VR arena
The “Next Gen” virtual playing Arena: Image credit: Bandai Namco

The Landscape Ahead

Seen as one of the first exponents of the concept of immersive, free-roaming experience – The VOID tantalized the investment and operations community with a dream of transporting groups of players into a magical virtual environment, (what the company labelled “Hyper-Reality”), powered by their claimed unique “redirected walking”, with physical effects and props. Seen as one of the prominent representations of the growth in interest in free-roaming immersive experiences – the company had high profile investment, initially from the Disney’s Accelerator fund, including business mentorship that saw development resource through ILMxLab.

The VOID has been heavily dependent on the development resources of ILMxLab for most of their content, with only Ghostbusters, and horror-experience Nicodemus developed internally (in partnership with Ninja Theory), receiving mixed reviews. It was however the draw of the big IP and crafted VR experiences based on blockbuster movies that drew the attention. Much of their hyped original design hardware would have to be scaled back to reverting to off the shelf hardware, such as their tracking system from OptiTrack or their headset, in reality, being made with components from an Oculus CV1 unit, eventually under license, (after a planned in house design was abandoned). The company at its hight operating some 17 facilities offering a selection of Walt Disney movie IP VR experiences. But the sites opened seemed to offer conflicting information on their actual success, and cracks started to appear.

The VOID image1

The company had seen a churn in management, with the revolving door of top executives. Also, behind the scenes the operation had been haemorrhaging finances, plans for a permanent London site was abandoned near completion, and a total restructuring of the operation. Deals were signed with the shopping sector to place a new model of the attraction that was hoped to address the difficulties of audience retention. Things, however, had not gone as planned for The VOID operation, with numerous major executive departures and claimed venue expansion abandoned. Sources suggested that investments were being stretched and revenues were not proving as expected. By this time, the full impact of the global health crisis by March 2020, and all 17 VOID facilities had been at the time temporarily shuttered. But then things started to take a new turn, sources revealed information that one and then a second The VOID facilities on Walt Disney property had posted notices announcing their permanent closure and that all assets associated with Walt Disney were to be removed.

The Void Shutdown orders
The shut-down order posted on The VOID Disney locations doors. Image credit: WDW

An incredible silence has enveloped an operation that was once so prolific at promotion – while the US venues remained closed, with no information at this time on what the situation of their reopening will be, with only the Malaysia (Genting) venues had reopened for business since August. The VOID Malaysia site had removed all their Disney themed experiences only offering ‘Nicodemus’ and ‘Ghostbusters: Dimension’. And that was all the information that could be garnered at this time. Many will try and paint this as a bigger problem with the free-roaming VR sector, there seems to be a pattern emerging from the initial operators that expensive IP and a problematic business model has been accentuated by the financial impact of the COVID Lockdown.   

There is another recent recipient of investment and mentorship from the Disney Accelerator fund that is based in the arena-scale VR sector. Japanese start-up Tyffon has opened their own Tyffonium – Magical-Reality Theater – a backpack VR experience centre. While less well-known than the other Disney Accelerator investment in VR attractions, the operation had developed internally three attractions which they operated in their two Japanese venues. Much more aimed at a theatrical, sensory experience, looking at young couples as a key demographic, offering three game experiences that support up to four VR players for 30-minute durations. The operation would go on to raise their Series A round of funding – added to the previous investment this saw the company valued at $12 million by the end of that year. With this investment, the operation had received publicity towards a plan to open in the US. By March of this year, the Japanese operation had entered lockdown, with plans for the US operation still on the drawing board, and their 35 employees furloughed, though the facilities did reopen by October.

Tyffon image1
The unique couples focused VR game experience from Tyffon. Image credit: Tyffon

Another of the early pioneers, wanting to carve out an empire for themselves was Dreamscape Immersive. Described as a “Virtual Reality Experience Like No Other”, the company took on a movie theatre style of approach to offering their unique platform – having amassed an impressive cadre of investment from powerhouses from the movie industry. Investors also included AMC and IMAX – cinema legends looking at the concept of LBE VR, to address flagging movie ticket revenue. Along with an impressive lobby presenting the VR experiences on offer like movies – the guests in groups of six would enter donning rooms, putting on their PC backpacks and wearing foot and hand tracking devices based on the Vicon system. Then once inside the VR room, would put on their headset (originally the Oculus Rift CV1, but later the company would migrate over to the HP Reverb platform) – the environment offering physical effects within the space that mirrored the high-quality virtual experience rendered for the players.

Dreamscapes’ facility operation had opened first in Los Angeles, as part of the Westfield Century City shopping mall in the shadow of an AMC theatre, in Dallas and Columbus, and then venturing to Dubai. This UAE-based location reopened in July and has seen strong returning audiences – proving the health of LBE VR post-COVID lockdown. October will see the US chain of stores also reopening. But following the upheaval in business following the health crisis the corporation revealed the acceleration of plans for a brand new initiative. Dreamscape Immersive, partnered with Arizona State University (ASU), to launch ‘Dreamscape Learn’. The concept is for “Immersive Education” avatar-driven VR experiences being offered to both campus-based and online courses; planning to start with introductory biology and eventually expanding throughout the sciences and beyond, (vetted by top professors and learning scientists).  The plan will utilize the immersive VR story lead experience of the VR company married to the educational platform for students and explorers to create a unique learning environment (immense VR “laboratory”) which will see virtual pods created to traverse students around virtual environments.

Dreamscape Learn
A capture of the ‘Dreamscape Learn’ immersive VR laboratory. Image credit: Dreamscape

Numerous developers of arena-scale platforms had already started the process of redressing their business model to embrace new verticals. One of the front-runners in the development of IP based arena-scale VR experiences was the new operation SPACES. The company retained a wealth of experience having been spun out of DreamWorks Animation back in 2016. The corporation saw investment from Tencent and other leading players launched its first arena-scale platform with Terminator Salvation: Fight for the Future, opening the first permanent location in San Jose and then a temporary installation in partnership with Cinemark. Also, SPACES had signed agreements with SEGA JOYPOLIS to install its VR experience at their Japanese sites. The operation was in the process of redefining their offering following feedback as the global crisis hit, but its innovation continued, and pivoted during lockdown to create a ground-breaking VR based video conferencing product. The interest in this product was such that SPACES announced in August that the company had been acquired by tech-giant Apple, for an undisclosed sum.

Sandbox VR had been a prominent name in the LBE VR business, coming from a meteoric rise supported by the Alibaba Entrepreneurs Fund, and raising some $68m and $11m round of investment. With this investment, the operation focused on both improving the level of experience on offer, signing a licensing agreement to use major IP, such as releasing an experience based on ‘Star Trek: Discovery’. In total some 8 venues, split between Asian sites and their first few US locations, offering four-player backpack PC VR, using Oculus Rift CV1 headsets. But following the lockdown, Sandbox VR (Glostation USA Inc.) filed for Chapter 11 protection in August, this was on top of the previous announcement of the loss of their original CEO and 80-per-cent of their workforce. It was revealed that the company had started to reopen its venues, promoting new safety measures to ensure guests and staff post lockdown. The restructured management evaluating a plan of survival with the VR centre (single attraction) model.

Star Trek: Discovery
Players beaming into Sandbox VR’s Star Trek: Discovery adventure. Image credit: Sandbox VR

While not getting the same publicity as other arena-scale installations in the West, one of the first VR ZONE free-roaming offerings developed by Bandai Namco and being shuttered at MAZARIA is Dragon Quest VR. Developed for the original VR ZONE brand back in 2018 the videogame is based on the popular RPG property, with four-player PC backpacks (HTC Vive headset) – it’s one of the few arena scale installations that use wholly unique player interfaces representing the shields, and swords of the game. This was not the only Arena Scale VR attraction Bandai Namco developed – with a Ghost In The Shell property, (‘Ghost In The Shell: Arise Stealth Hounds’) back in 2017. Going on from the closure of their MAZARIA facility, the corporation is reappraising its approach to VR and immersive entertainment, with new plans to be revealed soon that could see new free-roaming properties.

Dragon Quest VR
Players working as a team against the bosses in Dragon Quest VR. Image credit: KWP

Other Japanese amusement factories that operate their own venues in the territory have been attempting to jump onto the arena scale bandwagon. CAPCOM with its PLAZA CAPCOM chain of sites has added the CAPCOM VR-X areas to their landscape, and with that created a unique arena-scale VR experience based off corporation owned IP. Biohazard: Valiant Raid (better known in the West as Resident Evil) launched last year, the four-player experiences negates the use of cumbersome backpack PC’s for a restricted player space using tethered HTC Vive headsets and customized controllers.

One of the largest of the Japanese amusement and gaming corporations is SEGA, and they have invested heavily into VR attractions for their facility business. Under the SEGA Joypolis VR chain, operated through CA SEGA JOYPOLIS (the co-Chinese and Japanese partnership), the company has deployed several third-party VR attractions. At this time SEGA’s amusement GM division has not created a unique VR platform of their own, favouring in representing other developers’ products as they evaluate the opportunities provided by this technology. The Asian market has seen the adoption of the term “Walking Attraction” when describing arena-scale VR experiences, the PC backpack offering freedom over tethered enclosures. Such operating systems include Mortal Blitz for Walking Attraction, developed by Skonec Entertainment. SEGA had also fielded the system from SPACES (as mentioned above), and later the Zero Latency free-roam experience in several Joypolis sites.

Zero Latency is one of the earliest to see the opportunity and unique compelling nature of free-roam VR entertainment. The company deploying their first facility in 2014, and then went on to establish and defined their unique up to eight-player immersive arena experiences, amassing a considerable library of seven popular games. Emerging from the global lockdown, the company has continued to plough a course in this sector. Developing their own backpack harnesses, haptic game controllers, along with the needs for appropriate briefing, loading, and unloading of players, staff training, all packaged in a franchisee offering operations have added to their entertainment venues. The company announced a major partnership to bring AAA content to their platform, Ubisoft – creator, publisher and distributor of interactive entertainment and services revealed that it would be bringing its million-selling consumer game license to VR with Far Cry VR: Dive into Insanity. This LBE VR experience for up to eight players takes them back to Rook Islands, the setting of‘Far Cry 3 for some intense action. Working in partnership to develop and implement their multi-player combative experience with Zero Latency, the game will be released across their 45 venues in 22 countries during 2021.

Zero Latency
Image credit: KWP

This concludes the first part of this extensive coverage; we will now look at the rest of the sector and the new entrants bouncing back into business after lockdown in the following coverage.

The Virtual Arena – Blast from the Past: The VR-1

The Virtual Arena

Observing the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams turns his gaze back to the influences that have shaped the modern adoption of VR. Charting a brief history of the first major theme park attraction from veteran developer SEGA, and how one of the first VR pioneers in that emerging technology shaped this overlooked, but ground-breaking experience.

The recognition of VR in this current generation may be mistaken by some as being its first innovation into the mainstream, but VR has had several false dawns in the entertainment arena. Just some twenty years ago a major theme park attraction was developed by a major amusement and game developer, using technology inspired through a license with a promoted start-up VR company. History has a habit of repeating itself. 

Jumping back to 1994 and at the time SEGA was the leading video amusement and digital game content developer. The Japanese powerhouse was investing in cutting edge technology, scaling down their phenomenal amusement releases and turning them into consumer gaming experiences, even scaling down the microcomputer technology to be converted into gaming consoles based on their expertise. 

The drive for the latest technology saw SEGA investigate the emerging technology of VR. At the time VR had migrated from the simulation industry for flight training and had been applied for video amusement utilization. The company Virtuality had grown from start-up to London stock exchange trade corporation and was the leader of a boom in VR deployment in the amusement industry. SEGA decided to jump their competition and license the Virtuality technology to create their own platform.

Virtuality SD 2000
The Virtuality SD 2000. Image Credit: Virtuality

Virtuality and SEGA would pen an extensive agreement that would see the UK specialist working closely with the much-vaunted SEGA GM R&D divisions in Japan, sharing patented technology and unique display and optics designs. Initial work based on the advance Visette head-mounted display. Continuous iterations would be developed from this partnership until SEGA perfected their design to create the ‘Mega Visor Display (MVD)’ – one of the most advanced VR headsets of that generation. Not surpassed in performance until only a few years ago.

Mega Visor Display
Mega Visor Display (MVD). Image credit: Sega
  • Mega Visor Display (MVD)
  • Resolution: 756 x 244 pixels
  • Field of View: 60°(H) x 46.87°(V)
  • Display Type: Liquid Crystal
  • Weight: 640 grams

SEGA had been feverishly working on their Amusement Theme Park (ATP) project in the 1990’s – taking the video arcade into a new age, incorporating the latest digital entertainment technology, and encapsulate it in what was described as a “Theme Park in a Box!” A venue that could be dropped into shopping malls, bringing a unique entertainment fixture to this kind of location. Inside were multiple “Zones” offering unique “Mid-Scale Attractions”. The concept evolving into the JOYPOLIS venues (also branded as SEGAWorld), with some nine sites opening in the ’90s, in locations such as Tokyo, London and Sydney, as well as other cities.

Segaworld

VR played its part, as one of the so-called “Mid-Scale Attractions” that populated these ATP was the innovative ‘VR-1’. Based on the concept of a motion simulator ride attraction – SEGA created an eight-seater ride vehicle, with guests using the new Mega Visor Display headset. In this space-themed experience – the players went on a galactic mission, shooting waves of alien vessels, looking where they wanted to shoot. The VR technology while rudimentary, compared to modern systems, still offered a ground-breaking and compelling experience, one of the higher-rated attractions deployed in the JOYPOLIS parks in 1994.

Eventually, the shine of the JOYPOLIS brand would tarnish, and the business foundation it was based on proved uneconomic. A mixture of poor management, instigating bad business decisions soon took their toll, and the collapse of the ATP business reflected a greater failing in the heart of the corporation. SEGA would contract as a global entertainment leader, eventually acquired and merging with Sammy. 

Tenaciously, the SEGA corporation has continued to be an amusement powerhouse, with JOYPOLIS still in operation in Japan and China (under the CA SEGA JOYPOLIS division). And still offering VR – though the VR-1 has long since been retired – the venue offers the latest LBE VR with VR Nerds’ ‘Tower Tag’ and the Zero Latency experiences. SEGA’s recent success with the motion picture based on their iconic mascot Sonic revitalizing the brand for a modern generation.

Joyopolis - Tokyo
Image credit: KWP

Many have mistaken the fictitious SEGA VR headset for the Genesis, as the only true virtual reality project from the corporation – forgetting this original successful foray in immersive entertainment that was the VR-1 and Mega Visor Display. The lessons that can be learned in design and development from this early first flush of excitement in VR from the 1990s are a history lesson that should not be forgotten; unless the industry wants to repeat its past mistakes again.

SPACES Partners with SEGA Joypolis To Open New VR Centre at Shibuya Crossing

The number of location-based virtual reality (VR) centres continues to grow all over the world. SPACES Attractions was spun out of the famous Dreamworks Animation studio and has become a company specialising in multiplayer VR experiences that feature known Hollywood and videogame brands. The company have now teamed up with SEGA Joypolis to bring the VR attraction Terminator Salvation: Fight for the Future to Shibuya in Tokyo.

SPACES will bring its four-persona VR experience to Asia on three experience stages, complete with 4D effects, SPACES Faces 3D facial scanning along with a highlight video reel that can be shared on social media. Visitors to the VR centre will be able to be immersed in free roam VR based around the well-known Terminator franchise.

“Guests that visit the brand new JOYPOLIS VR location in Shibuya will transform into a Terminator and see their friends faces INSIDE our extended reality (XR) experience, it’s like nothing else.” Says Shiraz Akmal, Chief Executive Officer and co-founder of SPACES. “SPACES attractions are truly global and appeal to audiences around the world. We are honored to bring our high-quality experiences to guests in Tokyo—our first overseas location—with heart-pounding, interactive adventure that you can enjoy with your friends and family.”

Terminator Salvation: Fight for the Future will be opening at the busy tourist area of Shibuya Crossing at CA SEGA Joypolis, one of the most famous and popular videogame attractions in Japan. SEGA Joypolis will become one of SPACES partners, joining other brands such as Cinemark, Songcheng, Skydance and others.

The new experience is due to open in Tokyo on Thursday, 25th October, 2018. Further information can be found on the SPACES website or the SEGA Joypolis website.

CA SEGA Joypolis has previously hosted other VR experiences such as VR-Nerds location-based VR Tower Tag. For future coverage on new and upcoming VR experiences, keep checking back with VRFocus.

The Virtual Arena: The Virtual Theme Park! (Part 1)

With the destination VR approach gathering momentum, the need to establish a profitable model exercises many developer’s minds. Out-of-home entertainment specialist Kevin Williams in his latest two-part column reflects on the influential facility concepts that are shaping development in the virtual reality (VR) scene – this first part looking at the original innovative concept that set the mould.

While some mourned, many may not have been aware of the closure this month of one of the most pivotal (and longest running) entertainment projects in the establishment of the immersive entertainment sector, called DisneyQuest. Even fewer aware of this VR attractions project, let alone why it was now a victim of the axe. But rather the end of a failed experiment, it’s termination comes at the very time where the concept behind the experiment finds fulfilment.

The concept in question is that of an indoor interactive theme park (also seen as a mini-theme park) using VR technology to bring immersion and high thrill levels to make a smaller regional faculty act as compelling as a theme park. DisneyQuest was part of a franchise concept that would have seen multiple facilities opened across the globe.

The first DisneyQuest was opened to much fanfare in 1998, though only a Chicago sister facility would ever follow and shortly close, (while land would be broken for an abandoned Philadelphia site). The aspiration of this approach to a location-based entertainment (LBE) concept would be abandoned but not forgotten. Though the indomitable Orlando DQ facility would go on to become the longest operational LBE franchise with a permanent VR attraction offering. (Aladdin’s Magic Carpet Ride the oldest running continuously.)

The concept of indoor interactive theme park was not originated by Disney however – but was derided from previous development that saw the Japanese amusement industry invest millions into the development of ATP – Amusement Theme Parks. Facilities opened in Japan that married the concept of a deluxe amusement venue, with specially developed interactive media attractions (called Hi-Entertainment machines). Most notable of these by the NAMCO Wonder Eggs facility (first opened in 1992) and the SEGA Joypolis (first opened in 1994) – these venues planned as chain stores than would offer a theme park in a box, with the digital interactive medium offering a repeatability revenue stream that traditional theme resorts achieve through and through.

 

Conceptual art of the type of Hi-Entertainment machines [Credit: Arcade Flyer Archive]

These ATP concepts attempted to apply for the first-time innovative new digital technology. Along with interactive game narrative, the display medium was revolutionized. SEGA’s Joypolis, one of the first to deploy an attraction that used VR technology. The ground-breaking  Head-Mounted Display (HMD) became the first of its kind to be used in a VR motion ride attraction; called the VR-1, and launched in 1994, the six-rider space themed attraction, gave a glimpse of the future of this technology.

 

The SEGA Mega Visor [Credit: Compute.info]
The SEGA VR-1 in action

Seeing the birth of this immersive entertainment, the Walt Disney Corporation looked to play its part in development of this sector. Initially under Michael Eisner’s chairmanship, Disney started high-level negotiations with then ATP leader SEGA, working towards a joint project to bring a version of the Joypolis concept to the West. But at the time, corporate differences between Japanese and California management styles ended in abandonment.

With the collapse of the SEGA negotiations, the two parties would split – SEGA would jump into a partnership with Universal and Dreamworks to create the failed GameWorks amusement chain, (that would inevitably be brought-out from bankruptcy by management). While for Walt Disney, the dream of indoor theme park projects continued, with the formation of Disney Regional Entertainment given the responsibility of operating several concepts that included DisneyQuest, with aspirations that over 20 locations would be placed at major conurbations for maximum foot traffic.

Borrowing heavily from the Japanese amusement trades ATP aspirations, Walt Disney Imagineers (the corporation’s world renown research and development operation) created a concept that comprised the latest digital entertainment platforms within a 90,000-sq.,ft., facility – the most advance undertaking of its kind and pointing to an investment in offering both regional and international entertainment experiences.

DisneyQuest, at its heart, embraced the interactive attraction experience narrative and comprise, for the time, ground breaking VR and immersive technology. Many of the ideas touched on by the original Japanese ATP’s refined for a Western audience. Incredibly ambitious and technically challenging, the multi-million Dollar budget was soon swallowed up in achieving the required “Disney” level entertainment.

One aspect of this innovation was the development of the DisneyVision VR platform, an impressive tethered HMD system, that allowed guests to navigate a virtual world. The VR system in DisneyQuest employed in two experiences (Aladdin’s Magic Carpet Ride and Ride the Comix), running on Silicon Graphics supercomputers. DQ also employed Augmented Reality attractions and immersive projection system – years’ before mainstream adoption.

Launched in 1998 at Downtown Disney Orlando, the imposing building ushered in a new age of immersive entertainment, and received critical success, but was a facility that proved a monster to kept fed and define. The temperamental technology cost much more than expected, and the need for a dedicated staff operation saw a poor return on the grandiose revenue expectations. Likewise, the new Disney Regional Entertainment found it difficult to understand what they had with DQ, or how best to promote it.

 

Exterior of the first DisneyQuest [Credit: Attractions Magazine]
Interior of the first DisneyQuest [Credit: Inside The Magic]

By the time of the planned second facility opening in Chicago, the writing was on the wall for this project, and Disney’s regional chain store aspirations were shelved. DisneyQuest Orlando however defined all the critiques and continued to generate revenue while offering a useful family entertainment in the area. Many times’ staving off closure as it offered a unique interactive entertainment medium in a location bereft of such amenities. However, nothing lasts forever, and at the beginning of July 2017, the venue was finally closed, most of its attractions (and the building itself) far beyond their intended operational life.

Just as DisneyQuest shutters its doors for the last time, (and the amusement machines are auctioned off) there are others that have learned from this failed experiment to develop what could be the successor to the original indoor theme park approach. With the launch of brand new projects from SEGA Joypolis and BANDAI NAMCO. The very manufacturers that fuelled the interest in this approach though their ATP development now driving the next phase of innovation.

The second part of this column lifts the lid on the brand-new developments that hope to raise the crown, and become the new successors to the VR infused indoor theme park throne.