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#1406: The Magic of the “Thrasher” Ribbon Dance Game Mechanic in Hand Tracking vs VR Controllers

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Inhoud geleverd door Kent Bye. Alle podcastinhoud, inclusief afleveringen, afbeeldingen en podcastbeschrijvingen, wordt rechtstreeks geüpload en geleverd door Kent Bye of hun podcastplatformpartner. Als u denkt dat iemand uw auteursrechtelijk beschermde werk zonder uw toestemming gebruikt, kunt u het hier beschreven proces https://nl.player.fm/legal volgen.
Thrasher is a really compelling VR game with a very satisfying and magical core game mechanic inspired by ribbon dancing. It's the latest VR game from Brian Gibson, who designed the art and music for the VR rhythm game Thumper, as he teamed up with former Harmonix co-worker Mike Mandel via Puddle Studio. Thrasher was also partially inspired by the classic Snake video game, but in this version you're controlling a much more abstract and artistic "space eel" entity with your hands in order to deliberately crash through crystals and avoid obstacles. There's many power-up permutations to extend on this idea, but the main thrust of the game is that it's just super satisfying to manipulate this space eel entity by moving a single hand around either using tracked controllers or hand tracking alone. Thrasher is launching today on the latest Meta Quest platforms as well as on the Apple Vision Pro. Inspired by the lack of input controls on the Apple Vision Pro, they also implemented hand-tracking to the point where you can quickly twirl around your index finger as an input control to the point where it started to feel like this entity was a sort of extension of my body. I played all the way through it first on the Apple Vision Pro with just hand tracking, and then on the Quest 3 with hand-tracked controllers, and I actually preferred the way that the game feels with just hand-tracking, even though it's technically more precise with Quest's 6-DoF controllers. Even though it's technically harder to play within the hand tracking mode, it just feels a bit better, especially if you prefer to play in more of a vibe-out mode than trying to climb up the leaderboards. I was a part of the Raindance Immersive jury that awarded Thrasher with the Best Game award because it has such a novel, unique, and satisfying game feel along with a lot of depth and development as they explore this mechanic to it's logical extreme with different power-ups, obstacles, and an increasingly difficult game progression curve. There's even a very subtle and nuanced combination system for advanced players that is elaborated in more detail on their website with this Thrasher Gameplay Guide, or you can watch this THRASHER: "How to Win" video for more details on how it works. I played through it twice without having access to these supplemental materials, and I wasn't able to fully figure it out. So this system is a bit cryptic and hidden from the perspective of the game design, but you can dig into more details in and experiment more on the first level. https://www.youtube.com/watch?v=jN6qfuSAqaw I had a chance to catch up with Gibson and Mandel last month to talk about their journey and design process in creating Thrasher, and some of their preliminary thoughts on whether they'll release a more relaxed vibe-out or Zen mode. Whether they decide to or not, Thrasher is certainly one of the best games that I've played so far on the Apple Vision Pro, and their ribbon-dance inspired mechanic is something that feels super magical and fun to play around with. It's also a good example to discern some of the phenomenological differences in what the game feels like with controllers (and haptics) a blend of embodied movement with abstracted agency, and with just hand tracking or finger tracking and a bit more visceral embodied experience overall. Also stay tuned for my next episode where I had a chance to chat with Creature label co-founder Doug North Cook talking about helping to produce and represent Laser Dance, Thrasher, and their flagship mixed reality game of Starship Home. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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Manage episode 430755785 series 76331
Inhoud geleverd door Kent Bye. Alle podcastinhoud, inclusief afleveringen, afbeeldingen en podcastbeschrijvingen, wordt rechtstreeks geüpload en geleverd door Kent Bye of hun podcastplatformpartner. Als u denkt dat iemand uw auteursrechtelijk beschermde werk zonder uw toestemming gebruikt, kunt u het hier beschreven proces https://nl.player.fm/legal volgen.
Thrasher is a really compelling VR game with a very satisfying and magical core game mechanic inspired by ribbon dancing. It's the latest VR game from Brian Gibson, who designed the art and music for the VR rhythm game Thumper, as he teamed up with former Harmonix co-worker Mike Mandel via Puddle Studio. Thrasher was also partially inspired by the classic Snake video game, but in this version you're controlling a much more abstract and artistic "space eel" entity with your hands in order to deliberately crash through crystals and avoid obstacles. There's many power-up permutations to extend on this idea, but the main thrust of the game is that it's just super satisfying to manipulate this space eel entity by moving a single hand around either using tracked controllers or hand tracking alone. Thrasher is launching today on the latest Meta Quest platforms as well as on the Apple Vision Pro. Inspired by the lack of input controls on the Apple Vision Pro, they also implemented hand-tracking to the point where you can quickly twirl around your index finger as an input control to the point where it started to feel like this entity was a sort of extension of my body. I played all the way through it first on the Apple Vision Pro with just hand tracking, and then on the Quest 3 with hand-tracked controllers, and I actually preferred the way that the game feels with just hand-tracking, even though it's technically more precise with Quest's 6-DoF controllers. Even though it's technically harder to play within the hand tracking mode, it just feels a bit better, especially if you prefer to play in more of a vibe-out mode than trying to climb up the leaderboards. I was a part of the Raindance Immersive jury that awarded Thrasher with the Best Game award because it has such a novel, unique, and satisfying game feel along with a lot of depth and development as they explore this mechanic to it's logical extreme with different power-ups, obstacles, and an increasingly difficult game progression curve. There's even a very subtle and nuanced combination system for advanced players that is elaborated in more detail on their website with this Thrasher Gameplay Guide, or you can watch this THRASHER: "How to Win" video for more details on how it works. I played through it twice without having access to these supplemental materials, and I wasn't able to fully figure it out. So this system is a bit cryptic and hidden from the perspective of the game design, but you can dig into more details in and experiment more on the first level. https://www.youtube.com/watch?v=jN6qfuSAqaw I had a chance to catch up with Gibson and Mandel last month to talk about their journey and design process in creating Thrasher, and some of their preliminary thoughts on whether they'll release a more relaxed vibe-out or Zen mode. Whether they decide to or not, Thrasher is certainly one of the best games that I've played so far on the Apple Vision Pro, and their ribbon-dance inspired mechanic is something that feels super magical and fun to play around with. It's also a good example to discern some of the phenomenological differences in what the game feels like with controllers (and haptics) a blend of embodied movement with abstracted agency, and with just hand tracking or finger tracking and a bit more visceral embodied experience overall. Also stay tuned for my next episode where I had a chance to chat with Creature label co-founder Doug North Cook talking about helping to produce and represent Laser Dance, Thrasher, and their flagship mixed reality game of Starship Home. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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770 afleveringen

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