{"id":101806,"date":"2019-10-14T18:58:00","date_gmt":"2019-10-14T18:58:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/352175"},"modified":"2019-10-14T18:58:00","modified_gmt":"2019-10-14T18:58:00","slug":"how-ubisoft-designed-and-refined-its-assassins-creed-vr-escape-rooms","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/10\/14\/how-ubisoft-designed-and-refined-its-assassins-creed-vr-escape-rooms\/","title":{"rendered":"How Ubisoft designed and refined its Assassin&#8217;s Creed VR escape rooms"},"content":{"rendered":"<p>At XRDC in San Francisco today Ubisoft Dusseldorf\u2019s Cyril Voiron took to the stage to talk a bit about his work on <a href=\"https:\/\/www.ubisoftescapegames.com\/\">Ubisoft\u2019s Escape Games<\/a>, virtual reality experiences that challenge players to escape virtual puzzle rooms.<\/p>\n<p>Dusseldorf leads development on these experiences, and Ubisoft has released two so far, both set in the world of the <em>Assassin\u2019s Creed<\/em> games.&nbsp;<\/p>\n<p>They\u2019re not available for purchase on any current VR platform; instead, they\u2019re exclusively playable at location-based entertainment centers around the world. And they\u2019re built by a small team within Ubisoft Dusseldorf, itself a small part of the greater Ubisoft network.<\/p>\n<p>\u201cWe operate a bit like a small startup within a startup,\u201d said Voiron. \u201cWe are 21 guys, we are very small, very fast; we want to change the world like a startup.\u201d<\/p>\n<p>According to Voiron, the concept that would become these escape room games was born in 2017. By June of that year a team was being built, by July they started prototyping (with 8 team members) and by October the project was green-lit, with a starting team of 10.&nbsp;<\/p>\n<p>The first game, Escape the Lost Pyramid, shipped the following June (the team was 16 strong at that point) and the team began working on the second game, which shipped in 2019 as Beyond Medusa\u2019s Gate. By 2020 the company hopes to release a third game, with an ideal team size of 23.<\/p>\n<h2><strong>Building room-scale VR experiences with a small team<\/strong><\/h2>\n<p>To move quickly with a small team, Ubisoft Dusseldorf made some major commitments up front. The team committed to doing multiplayer-only experiences, not replayable, and designed for either 2 or 4 people &#8212; because it\u2019s cheaper to mirror puzzles than it is to redesign challenges for larger groups.<\/p>\n<p>Also key to making this feasible was a choice, early on, to cut down the number of platforms being targeted in favor of focusing on a few manageeable options.<\/p>\n<p>\u201cWhat we decided was that our experiences are going to be roomscale-only, [and] exclusively for location-based VR,\u201d said Voiron, explaining that Ubisoft Dusseldorf only supports the HTC Vive and the Oculus Rift. \u201cIt was great for us because it meant we could have the same minimums pecs for every single partner, so we didn\u2019t have to spend a lot of time on optimization.\u201d<\/p>\n<p>The VR escape room team adopted agile production methods and relied on short sprints, with an emphasis on quickly getting a playable version and doing regular, one-time playtests, something Voiron highlighted as being a key reason for the team\u2019s success.<\/p>\n<p>\u201cMaking sure we did all these playtests from very early on actually gave us a lot of knowledge about the quality and the content of the experience,\u201d he added.<\/p>\n<p>So who plays VR escape room games? According to Voiron, it\u2019s a very mainstream audience. These kinds of approachable, location-based VR experiences are reportedly popular with folks of all ages, and are often seen as a simple way to check out location-based VR for the first time.&nbsp;<\/p>\n<p>However, the team also had to work within the unique constraints of designing location-based VR; players typically book session time (60 minutes at a time), and they\u2019re usually playing with a different mindset than people playing games at home. People leave the house to see friends or family, and generally be social, which further encouraged the team to focus on making multiplayer-only experiences.<\/p>\n<p>To encourage players to collaborate, the team made a rule: you <em>cannot <\/em>solve the game on your own.&nbsp;<\/p>\n<p>\u201cIf you\u2019ve ever done an escape room, sometime\u2019s someone is very fast and they do everything,\u201d said Voiron. \u201cWhat we wanted to do was design the experience so that at the end, any member of the team can say \u2018guys without me, we couldn\u2019t have done it!\u2019\u201d<\/p>\n<p>To attract players, the team built the game to be large and interesting to explore. The idea was to take advantage of a core appeal of VR: getting to visit a novel and intriguing new world.<\/p>\n<p>\u201cVR offers you [the chance] to transport people to different places,\u201d said Voiron. \u201cWe want them to experience something larger than life, and to do something that\u2019s not so possible in real life&#8230;and at the same time, because of our audience, we need to make it accessible to everyone.\u201d<\/p>\n<h2><strong>Designing an approachable&nbsp;<em>Assassin&#8217;s Creed&nbsp;<\/em>&nbsp;tomb<\/strong><\/h2>\n<p>To try and make this experience broadly accessible (and appealing) Voiron&nbsp;says the team held to a few core tenets of design.<\/p>\n<p>First, \u201cWe are nonviolent. Even though you\u2019re playing in an <em>Assassin\u2019s Creed<\/em> game, you\u2019re not going to kill anybody,\u201d said Voiron. \u201cWe felt it was important, especially for our target audience.\u201d<\/p>\n<p>Second, \u201cwe are giving you a full body avatar,\u201d says Voiron, with some pride.&nbsp;The games are designed so that players inhabit full-body (fictional) avatars, replete with exotic costumes and accessories. Players can then pick up other cosmetic items, like headdressess and crowns, to try them on, something Voiron says has proven more effective and more popular than the team expected.<\/p>\n<p>\u201cThis is a moment where people who haven\u2019t done VR are sold on VR,\u201d said Voiron&nbsp;of the VR dress-up phase. \u201cThey realize, &#8216;that\u2019s actually me, and we can see each other. We can talk.&#8217;\u201d<\/p>\n<p>And finally, the team focused on filling these escape room games with only natural interactions like talking, climbing, grabbing, throwing, and the like, in order to minimize the challenge for newcomers and better immerse players in the experience.<\/p>\n<p>That said, the team did build in a non-natural &#8220;teleport&#8221; locomotion option&nbsp;for player convenience, though Voiron says it\u2019s still a choice being debated inside the studio.<\/p>\n<p>\u201cWe did it for the partners,\u201d said Voiron, though he took pains to explain how the team designed a special one-button teleport system, rather than the more traditional two-button teleport seen in many VR games.&nbsp; \u201cIf you are a very mainstream person who has never played games, who has just 60 minutes to learn VR, you can learn how to use one button in 60 minutes. You\u2019ll have a hard time with two.\u201d<\/p>\n<h2><strong>VR escape room design lessons learned<\/strong><\/h2>\n<p>After the first game launched, Ubisoft took the feedback and made some notable changes to the formula for its second VR escape room.&nbsp;<\/p>\n<p>\u201cIn <em>Medusa<\/em>, we\u2019ve structured the challenges so that at the start of every stage, you start with 4 players and you can decide where you want to go,\u201d said Voiron. \u201cIf you don\u2019t want to climb, you don\u2019t have to.\u201d<\/p>\n<p>Also, they learned to maintain line of sight at all times. Voiron said that when players lose sight of each other in big VR levels, they loe interest surprisingly quickly.<\/p>\n<p>\u201cWhen you\u2019re lost in VR, you feel really lost,\u201d he said. \u201cIt\u2019s a bad experience&#8230;but as long as you can see the other players, you can still talk, and they can help you.\u201d<\/p>\n<p>On the first game the average completion time was 44 minute, which Voiron said was \u201ctoo short&#8230;too many people were able to finish it in less than 30 minutes, which is too short.\u201d<\/p>\n<p>For the second game, the avarege completion time is 54 minutes, which he says is much more satisfying to Ubisoft\u2019s VR partners.<\/p>\n<p>Intriguingly, Voiron said that the team also changed up their post-game photo opportunity; on the first <em>Assassin\u2019s Creed<\/em> VR escape room, players were given the opportunity to take real photos of themselves (with optional real-world equivalents to in-game costume items); for the second game, Ubisoft designed it so that players could get photos of their avatars playing together in-game, something that proved more popular.<\/p>\n<p>But perhaps the biggest surprise, according to Voiron, is that VR escape rooms are a big hit with a surprise demographic: couples.<\/p>\n<p>\u201cIn traditional escape room, there are more 4-player teams, but in general in VR arcades, there are more 2-player teams,\u201d concluded Voiron. \u201cI think what we realized is that VR escape rooms are fantastic adventures for couples\u2026.so I always tell our partners, think in your marketing of ways to target couples, because this is something you can really do together.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>At XRDC in San Francisco today Ubisoft Dusseldorf\u2019s Cyril Voiron took to the stage to talk a bit about his work on Ubisoft\u2019s Escape Games, virtual reality experiences that challenge players to escape virtual puzzle rooms. Dusseldorf leads development on these experiences, and Ubisoft has released two so far, both set in the world of [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":101807,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-101806","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101806","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=101806"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101806\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/101807"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=101806"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=101806"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=101806"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}