VR games: Will the use of interactive features become popular?

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VR games: Will the use of interactive features become popular? From Baidu VR

To fully utilize the interactive design of the new VR platform features, we must have a good user experience. As a VR product manager, in the early stages of game production, I will first discuss with my colleagues many game planning solutions and form a game demand pool. One of the most critical criteria in the screening game is to "make full use of VR features." From another point of view, it can be understood as: the core interactive mode of the game, whether to fully utilize the new interactive function of the hardware platform of VR?

The powerful spatial positioning function of the VR device and the double handles provide great imagination for game creation. In some games, players need to stand, need to use both hands to control the game characters, and have a high frequency. In the process, the player needs to mobilize the body's posture to avoid "enemies." These experiences mentioned above cannot be achieved in the era of mobile internet. The initial experience will make players feel good, but after the game is launched, they often hear different players' voices. Some players believe that this type of interaction is very innovative and feels an experience that is not available in the real world. At the same time, there are also players who say that the game's operation mode is difficult to understand, and that the game needs to be moving constantly and it feels a bit tired.

The VR game creates a new experience for the game. This kind of experience brings a super immersion to the user, which is a desirable aspect. On the other hand, the great difference in the planning process of VR games is the difference in interaction. This is also the point that most product managers need to think about in designing each VR product. Although the interaction in the game is an innovative experience, it has indeed won praise from some users, but in the planning process, game designers easily overlook the user's habits and cognitive costs. The so-called user habit refers to that although the user experiences a VR product, the user is still in the traditional mobile internet era and still has the characteristics of “lazy”. Therefore, if the interaction modes involved in VR products are too innovative, even if they have a good boot design scenario, users cannot quickly get started. So, what kind of interactive method is suitable for VR products? This involves the issue of trade-offs. If you don't play VR features, it's too mundane, then the advantages of the new platform can not be played; if it is too innovative, then the user's understanding of the cost is too high, and will produce fatigue.

It may be analyzed in three dimensions:

The first dimension is the "common sense level" of interactions. In other words, whether this interaction exists in life or not simulates the situation in real life. For example, users have low cost of interaction design for games such as throwing things, archery, and shooting, and they can quickly get started. On the other hand, if the "common sense" is low, the user's cognitive costs will increase. But if the game designer has confidence in the interactive actions he or she plans and thinks it can bring more fun to the user, then he can also try boldly.

The second dimension is whether the action needs to follow certain rules. In some VR games, the key interaction method often requires the user to operate according to the defined rules. If the user does not swing the arm or turn the body in a fixed manner, the interaction cannot be completed. This design easily leads to high costs for users' learning and memory. During the game process, users are likely to forget those operations. Unless the product itself has a strong appeal, it is recommended not to try.

The third dimension is the frequency of the action. In the VR game, if the user needs to do some "prescriptive actions" at high frequency without any interval, and follow certain rules to enter the next part of the game, it is not a good interactive action. Of course, there are exceptions, such as the action of cutting fruit, cognitive costs are lower, and higher frequencies will not make users too tired. However, an overly simple level design can easily make users feel tired. Good game design can design various levels through simple actions, allowing users to continue to generate surprises.

In the VR product experience store, we often see that only after repeated instructions from the clerk, users can get started. When the user uses at home, no one will give instructions, and the user will be helpless and unable to play the game normally. Therefore, VR game designers must not only study the "new, odd, and special" interactions, but also consider a large number of users' level of awareness and acceptance. At present, VR products are in the early stage of development. It is believed that in the next development process, explosive VR games represented by new interactive actions will surely appear.

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