Game Design in Virtual Reality

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Game Design in Virtual Reality Game Design in Virtual Reality DIPLOMARBEIT zur Erlangung des akademischen Grades Diplom-Ingenieur im Rahmen des Studiums Media- and Human-Centered Computing eingereicht von BSc. Onur Gürcay Matrikelnummer 00827880 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Ao.Univ.Prof.Mag. Dr.Horst Eidenberger Wien, 1. Jänner 2021 Onur Gürcay Horst Eidenberger Technische UniversitätWien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Game Design in Virtual Reality DIPLOMA THESIS submitted in partial fulfillmentofthe requirements forthe degree of Diplom-Ingenieur in Media- and Human-Centered Computing by BSc. Onur Gürcay Registration Number 00827880 to the Faculty of Informatics at the TU Wien Advisor: Ao.Univ.Prof.Mag. Dr.Horst Eidenberger Vienna, 1st January, 2021 Onur Gürcay Horst Eidenberger Technische UniversitätWien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Erklärung zur Verfassungder Arbeit BSc. Onur Gürcay Hiermit erkläre ich, dass ichdieseArbeit selbständig verfasst habe,dass ichdie verwen- detenQuellenund Hilfsmittel vollständig angegeben habeund dass ichdie Stellen der Arbeit–einschließlichTabellen,Karten undAbbildungen –, dieanderen Werken oder dem Internet im Wortlaut oder demSinn nach entnommensind, aufjeden Fall unter Angabeder Quelleals Entlehnung kenntlich gemacht habe. Wien, 1. Jänner 2021 Onur Gürcay v Acknowledgements First of all,Iwouldliketothank Prof. Eidenbergerfor supporting me through my years at TU Wien and helping me restore my self-confidence. Iwouldalso liketothank AhmedOthman whoalsoworked on theVreeclimberprojectand prepared the template everyone is currentlyusing for theirvirtualclimbing applications. He alwaystried to make timewhenever Ineeded someone’shelpduring the development and evaluation stages of thethesis. Ialso want to thank my sister,BurcuGürcay-Morris, who has alwaysbeen therefor me and ready to helpnomatter what. And lastly, Iwanttothank my test groupfor making time for me in thecurrentstate of the world. vii Kurzfassung Das letzte Jahrzehnthat sehr große Verbesserungen in derVirtuelle Realität (VR)- Technologiegezeigt.Neben Gamingwird VR in vielen unterschiedlichen Bereichen wie im medizinischenBereich verwendet. BeispielsweisekönnenChirurgen lernen, kompli- zierte Operationen mehrmals in VR durchzuführen, ohnedas Leben ihrerPatienten zu riskieren. Die Möglichkeiten wie in diesem Beispiel erweiterten die Anwendungsbereiche bedeutend, als der führende Sektor, Gaming,für die Verbraucher attraktiverwurde. Viele Spieleentwicklungsunternehmen begannen,immersiveErlebnissezuproduzieren, welches zu derStärkung ihrerPositionauf dem Markt durchdie Gewinnungneuer Benutzer führte.Trotzall dieser Entwicklungen bleibt VR-Gaming jedoch immer noch hinter dem traditionellen Videospielerlebnis zurück, hauptsächlichaufgrunddes Mangels an hochwertigen Inhaltenund der zusätzlichenKosten, die mit VR-Geräten einhergehen. Der Hauptgrund fürdie Knappheit an hochwertigen Inhalten ist, dass das Erstellen von VR-Spielen immernochdas Ausprobieren neuerIdeen erfordert, in dem das allgemeine Wissen über Spieldesignverwendetwird, dasaus der Entwicklungvon Videospielen stammt. DieTatsache,dass derSpieler in VR-Spielen präsent ist, sollte die Perspekti- ve der SpieledesignerbeimAufbau derErfahrung ändern.Die Spieledesigner müssen Spieldesign-Elementewie Ästhetik,Herausforderungen und Wiederspielbarkeit anpassen und so ändern,dass dieVRfür die Spieler immer noch überzeugend sein kann.Um diese inhaltlichen Probleme anzugehen, untersucht diese Diplomarbeit die Anwendbarkeit verschiedener digitaler Spieldesignelemente auf VR-Spieledurch die Entwicklungeines VR-SpielsnamensAstroclimb. Astroclimbist ein Science-Fiction- und Weltraumspiel, beidem es darum geht, eine Himmelswand im Weltraum hochzuklettern.Der Kletterteil des Spiels findet dank des Vreeclimber-Projekts derTUWien auchinder Realität statt, einemVR-Klettersystem, daseine unendlichrollende Kletterwand ermöglicht. Während der Entwicklungsphasevon Astroclimbwarendie Verbesserungen der Qualität der Benutzererfahrungund des ErmöglichenseinerhohenImmersion-Stufedie Hauptziele vonAstroclimb. Dieendgültige Versiondes Spielswurdevon einerkleinen Testgruppe mit Fragebögen und optional kurzen unstrukturiertenInterviews sowie die Beobachtung des Spielers während des Durchspielens evaluiert. DieAuswertung zeigte,dass dieAnwendung verschiedener Spieldesign-Elementeerfolgreichdie ImmersionimSpiel steigerte und das Spielfür die Spielerattraktiver machte. ix Abstract The lastdecade showedimmenseimprovements in Virtual Reality(VR) technology.VR is usedinmanydifferentareasother than gaming suchasinthe medical area. As an example, surgeons can learn howtoperformcertaincomplicated surgeriesoverand over in VR without risking anyone’slife.The possibilities suchasthis example widenedits application areas significantlyasthe leading sector, gaming, became moreappealing to consumers.Manygame developmentcompanies started to produce immersiveexperiences which ledtostrengtheningtheir position on themarket by attracting newusers. However, VR gaming stillfalls behind the traditionalvideogaming experience mainly due to the lackofqualitycontent andthe additional coststhatcome with VR devices. The main reasonbehind the scarcityofqualitycontent is that creatingVRgames stillinvolves trying out new ideas by using the general knowledge of game design inheritedfrom developing videogames. The factthatthe playerispresentinside VR games should change theperspectiveofthe game designers while building the experience.They needto adapt gamedesignelements such as aesthetics, challenge,and replayabilityand change them in suchaway so theVRcan be stillcompelling to players. To addressthese content-related issues, this thesisinvestigates theapplicability of differentdigitalgame design elementsontoVRgames by developing aVRgame called Astroclimb. Astroclimb is ascience fiction and space-themed game that revolvesaround climbing acelestialwall in outer space.The climbing part of thegame alsotakes place in realitythanks to the Vreeclimber projectofTUWien, whichisavirtualrealityclimbing system thatenables an infinitelyrollingclimbing wall. Duringthe developmentstageofAstroclimb, improving the qualityofuser experience and thelevel of immersion were the two main goals for Astroclimb. The final versionof the game wasevaluated by asmalltestgroup with questionnairesand optional short unstructuredinterviews as well as observing the playerduring the playthroughs.The evaluation showedthatthe application of differentgame design elements successfully increased the immersion level in the game and made thegame morecompelling to players. xi Contents Kurzfassung ix Abstract xi Contents xiii 1Introduction1 1.1 Problem Statementand Motivation ..................... 1 1.2 Aim of theWork ..............................2 1.3 Methodological Approach.........................3 1.4 Thesis Structure ..............................4 2State-of-the-Art 7 2.1 Virtual Reality............................... 7 2.1.1EvolutionofVirtualRealityoverthe Last Decade....... 7 2.1.2Application Areas .........................9 2.1.3Interaction Techniques .......................12 2.1.4VRGame Development...................... 15 2.1.5Game Releases ........................... 17 2.2 GameDesign ................................ 19 2.2.1Definition of Game......................... 19 2.2.2DigitalGame Design Elements ...................21 2.2.3Game Mechanics .......................... 24 2.2.4Playtesting ............................. 25 2.2.5Reflection on Virtual Reality................... 27 2.2.6Immersion .............................. 29 2.2.7Motion Sickness ........................... 31 2.3 Climbing in Virtual Reality........................ 32 2.3.1TraditionalIndoor Climbing ....................32 2.3.2VirtualClimbing .......................... 33 2.3.3VirtualClimbing Technologies ..................35 2.4 Related Work ................................ 37 3Conception of Astroclimb41 xiii 3.1 Requirements forDesigning theGame................... 41 3.2 Design Approach..............................42 3.3 IncludedGame Design Elements ..................... 44 3.4 Possibilities for Improvement....................... 46 4Implementation of Astroclimb49 4.1 Overview .................................. 49 4.2 Created Scenes in theGame ........................ 49 4.2.1The Moon Scene..........................49 4.2.2The Owl Scene ............................ 51 4.2.3The Asteroid BeltScene ...................... 52 4.3 Gameplay and Atmosphere in theGame ................. 55 4.3.1Game Chapters and Events .................... 55 4.3.2Score, Timer,and HeightIndicators ............... 56 4.3.3Modelingand Use of Game-ready Assets ............. 57 4.3.4Music and Sound Effects. .....................59 4.4 TechnicalAspects. .............................. 61 4.4.1Calibration Process .........................61 4.4.2Scripts. ............................... 62 5Evaluation 65 5.1 Setup.................................... 65 5.2 Covid-19 measures .............................69 5.3 Testing................................... 69 5.4 Results .................................... 70 5.4.1Immersion, Aesthetics,and Story .................70 5.4.2Fun, Tiredness, and Motion Sickness ...............72 5.4.3Problem Solving,CriticalThinking, and Replayability..... 74 5.4.4Element of Surprise, Curiosity,and Progression ......... 75 5.4.5Overall Results of Applying GameDesign Element....... 77 5.5 Discussion ..................................79 6Conclusion and Future
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