subject: A VR game development philosophy that does not stop and challenges in the midst of change Lecturer: Myung-Kyun Choi – Pixelity Games / CPO Presentation area: VR, development Lecture time: 2021.11.19 (Thu) 17:00 ~ 17:50 Lecture Summary: The evolution of VR games, the reason for the founding of Pixelity Games, what is the difference between VR game development and how will it develop?
■ Why I started VR – Change and development
In the past, the PC was a gaming tool that parents could tolerate for gamers. Education and entertainment, something that occupied a subtle position somewhere in between. We stopped going to the billiard room and started gathering in a place called the PC room. This is a natural change.
Did you enjoy playing Kingdom of the Wind, Kart Rider, Lineage, and Starcraft with a CRT monitor and a ball mouse? Technology has advanced rapidly. The process was advanced, and feature phones and PDAs were created. We also got a different kind of pleasure from the device. It’s a game with low graphics quality, but it was fun.
And in a moment of innovation, the iPhone was unveiled to the world in 2007. Now, you can enjoy the game anytime, anywhere without having to be in front of the PC. The number of branches has also become much more diverse. Also, 10 years from now, the beginning of the VR era in which gamers directly enter the virtual space will open.
This process of change is not thought to be a coincidence. change is always Quantitative change to qualitative changeis the law of transition to Without miniaturization, smartphones would not exist in the world. The same goes for VR. As smartphones have various functions, they have a linkage, not a coincidence, that forms the VR market.
Naturally, the means of enjoying the game also changed. Having a means to enjoy the game means that a new market will be expanded for gamers and more diverse things to be enjoyed. Just as the PC online game market developed in the 2000s and the mobile game market developed in the 2010s.
The same goes for communication infrastructure, hardware and distribution networks. From wired communications such as ADSL to 3G, 4G and 5G. From the popularization of PCs to the popularization of smartphones and VR devices such as Oculus. Related global VR platforms such as Sony, Meta, and Steam are also growing.
If you look at this big development a little broadly, it’s about a 10-year cycle. It is not that something new is suddenly born, and the development of various processes is developing as it affects other industries as well. In 2007, when the iPhone was first released, about 1.13 million units were sold in the first year, and the following year, it surpassed 10 million units. If you look at it numerically, it means a lot.
VR is a similar trend. VR appeared last year and the Oculus Quest 2 sold about a million units, but this year, more than 10 million units were sold.
The input and output methods have never stopped changing. My parents’ generation are good at taking notes with notebooks, and they’re used to it. Even the font is great. I was born in that era, so it’s only natural. We were born in a time when keyboards and mice were familiar. It’s faster and better than anyone else on PC.
This can be seen as a 30-year cycle. And the next generation, the generation that is being born these days, is the age of touch screens from the beginning. Even in front of a regular TV, there are children who fiddle with their hands to zoom in and zoom out. No one knows what the next generation will be like.
Currently, content consumers are taking the initiative. But in the past, only the creator had the initiative. If there was a broadcast that I wanted to watch, I had to sit in front of the TV that showed that broadcast. Broadcasters take the initiative completely. Therefore, advertisements ahead of popular broadcasts have a huge impact. Consumers are affected without realizing it.
But now it’s different. The consumer chooses thoroughly. The media that quickly caught up with this trend of change still boast a great scale, while those that did not lose their power. This will be a normal procedure going forward.
The intersection of manufacturing and service was created under the motto of the 4th industrial revolution in an era when everyone could do well in their respective positions. From a technical point of view, there is a lot of room to utilize VR and AR. After all, in the future, manufacturing will provide services, and companies that provide services will also manufacture.
And in the process, a new platform is created. Companies that have already entered that stage are companies we know well, such as Apple, Tesla, Google, and Meta. Agile companies are already taking shape. Conversely, companies that stick to only one thing, service or manufacturing, think that they are more likely to go out of business. This is a natural flow.
So, the challenge was VR. The beginning was, of course, difficult. We started with 3 chairs and 3 desks in the semi-basement area. I really tried to die. From 2017 to 2019, I tried really crazy, but I still couldn’t see the future. In the meantime, I had the opportunity to meet Zuckerberg and John Carmack while attending various events, and the nuance of ‘don’t give up hope’ gave me a lot of strength.
worked harder. But in fact, the difficulties experienced over the past three years are natural things that the early market must face. Limitations and uncertainty, and skeptical reactions to VR around you. I traveled abroad to go out into a slightly wider world.
I was curious about who are developing with the same thoughts as us, and what thoughts they have. Also, I wanted to meet users who are interested in VR games, so I went around the world game shows such as Tokyo Game Show and China Joy. For example, at the Tokyo Game Show, we visited users and received feedback on our game. The same goes for China Joy.
Even when Rise of Fallen was developed in 2019, VR games at the time were naturally inconvenient to have wires or to connect to a PC. We made a game in which you can compete wirelessly with friends who are away from you over the network, and achieved success such as taking the first place in the Chinese market.
And to this day, we continue to run without giving up hope. In addition, he made games such as Crazy World VR (Cart IP) and The Patcher.
Although 5G has been commercialized, there is not much difference from LTE yet in our real life. But now, with 5G, the possibilities for VR are much more open. The VR market is starting now. I think VR is starting the growing pains experienced by the PC online market. It really changes from year to year.
Advances in technology have always been faster than I thought. And based on VR, there are endless possibilities of collaboration with various industries, such as education, finance, entertainment, and medical care, in addition to games.
VR has three elements. Autonomy, interaction, presence.
When I think of keywords for VR, things like dizzy, strange, immersive, expensive, and uncomfortable still come to mind. But I think it’s being resolved really quickly. Also, there are people who are afraid of motion sickness, but it has been revealed that there is no relationship. As a result of EEG analysis, it was confirmed that motion sickness could be significantly alleviated through correction of visual quality and movement.
The problem of being expensive is a problem that time will surely solve in a very simple way. It is important to stay away from strange experiences. VR is simply perceived as a novelty. When most people think of VR, they end up crossing a single wooden bridge in a tall building or riding the Blue Dragon train.
Existing VR content requires space when connected to a PC, and limited play, simultaneous access, and players are also limited. However, in the future, many people speculate that the connection will be made without the constraints of time-space languages around the world. A means of connecting everyone, no matter what HMD they use, whatever language they use, and wherever they are.
Pixelity Games decided to target gamers as their main target. I wanted to develop a VR game for gamers. In the meantime, VR games are lacking in many aspects for gamers to enjoy. It’s simply amazing and it’s over. And the characteristics of gamers confirmed in existing online games also exist in VR.
I thought that the victory or defeat of a game should be decided by judgment rather than athleticism, and that in order to create content that gamers could convince, there had to be competitiveness beyond novelty. For example, when the act of wielding a sword in a confrontation between an adult and a child, the child cannot keep up with the speed of swinging the sword relative to the adult.
If so, is the adult’s action a stronger aggression, judging by the game? No matter who does this part, it is necessary to create a certain range and standard and allow the server to perform calculations.
Technological and hardware development has always been faster than expected, and everything is connected to some degree. Nothing suddenly falls from the sky. After all, without a PC, there would be no smartphone, and modern technology is no coincidence. In the case of VR, something that should not be overlooked is highly likely to be used in many industries in the future.
Smartphones may disappear from people’s hands. Will this be used in the near future 20-30 years from now? don’t know Technology continues to advance. VR gives a hint about that. VR is also not a finished product, but so far you can see it that way.
I hope you can detect and observe the changes in this technology. from quantitative change to qualitative change. Ready Player One, released in 2018, has some exaggeration and interesting elements, but I think that maybe this can come to reality sooner than I thought. But in fact, even now, anyone in the world can have a meeting in a virtual space remotely.
I can watch movies in a virtual space, and I can’t travel abroad often because of Corona, but I do a lot of searches when I travel. may be like Iron Man.
Currently, in the OS serviced by the meta, we are testing using only hand gestures without dragging, scrolling, magnifying and selecting controllers. The recognition rate is also improving day by day. It is possible to enjoy games with friends in a virtual space, and it is highly likely that it will be expanded to all fields such as education and medical care in the future.
With this opportunity, I hope that you will consider and support the VR industry in various aspects, such as how the future VR industry is going, what impact it will have and what kind of collaboration will be possible with other industries.