Hey, so here’s the deal. We’re diving into this whole thing about XR design, and today I’m spilling the beans about Beat Saber — but not just the way everyone thinks about it. I swear it’s not what it seems. Stick with me here.
Okay, Beat Saber. We know it’s got music and rhythm, right? Well, plot twist: it’s not really a rhythm game. Sounds crazy? Maybe. But hear me out.
So, a rhythm game usually means timing your moves to score high. You’d think Beat Saber’s all about that, but it’s kinda not. You could swipe those blocks early or late, and sometimes it doesn’t mess with your score. Weird, right?
It’s actually all about motion. Yep, they’re making you swing wide and hit those blocks just right — like slicing a perfect line through a watermelon or something. The music helps, sure, but it’s basically a motion game. Let’s call it ‘Instructed Motion’ — sounds fancy, huh? Anyway, it’s when a game nudges you to move in specific, satisfying ways.
Take “Until You Fall.” It’s not messing with rhythm much, but boy, does it make you move. It’s a whole thing where you’re guided to dodge and block just right. Imagine flailing around without any prompts in Beat Saber. Total chaos, right? Exact same deal here.
Blocking in “Until You Fall” is like a game in itself. You gotta get into this defensively vulnerable pose to survive — like you’re constantly on the edge of your seat. And the enemies. Oh, they have these attack patterns that’ll either ease you in or turn up the intensity to eleven. It’s like a dance, but with swords and shields.
Dodging, now there’s another piece. Ever try dodging with just a thumbstick? Snoozefest. But when you have to physically lean and twist? Oh, it gets real. You feel every attack miss by just a hair.
And attacking back? Sure, hack away like a maniac. But when the game pushes you to swing wide and hit those perfect angles? Feels powerful. Like you’re in some epic action flick and totally owning it.
So, anyway — where was I? Motion equals emotion; it’s not just music or rhythm. It’s crafting how you move and feel. Pretty wild how it all ties together, huh?
And that’s the story. Motion in VR is, if you ask me, more than meets the eye. Wonder if I’ll look at other games the same way now. Probably not.