GDC報告会2016 VR
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Transcript of GDC報告会2016 VR
![Page 1: GDC報告会2016 VR](https://reader030.fdocument.pub/reader030/viewer/2022021500/587128761a28abe4448b69e1/html5/thumbnails/1.jpg)
GDC報告会2016 VR,そこは最後のフロンティア
南治一徳 BeXide Inc.
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自己紹介
• 南治一徳(なんじ かずのり)
• 株式会社ビサイド 代表取締役社長
• 代表作「どこでもいっしょ」シリーズ• 最新作「魔法科高校の劣等生 LOST ZERO」
[email protected] http://www.bexide.co.jp/twitter: @torotiti
©SIE
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はじめに…
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Oculus Rift ロウンチおめでとうございます!
早く届くといいな…
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今回、紹介する セッションについて
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過去のGDC発表会にて…2013年 GDC報告会 2014年 GDC報告会
散々体験し紹介してきたのですが、VR開発してません…
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VRコンテンツ、作るために!
• ハードウェアの話ではなくゲーム制作サイドの話
• 突っ込んだ話というより、『心がけ』てきな話
• 新規に VRコンテンツ作ろうと思っている人向け
すでに製品レベルのVRコンテンツを作っている人たちの セッションを受講してきました!
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紹介するセッション①Lessons Learned from
Shawn Patton & Jesse Schell(@ShawnDesign & @JesseSchell)
New Puzzles, New Hands
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"I Expect You To Die" VR game trailer
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PRESENCE
プレゼンス(存在感)
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Presence > Gameplay
存在感 > ゲームプレイ
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存在感
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VRでの存在感は、とても壊れやすいもの
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Seven Common Presence Breakers
7つのプレゼンスブレイカー
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1. Motion Sickness
1. Keep Framerate > 60 fps2. Avoid Virtual Camera Motion3. Don’t Accelerate / Decelerate4. Keep the Horizon Level
3D酔い(VR酔い)
60プレ以上キープ、カメラの動き、加速・減速、水平維持
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2. Confusion
操作方法の混乱
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3. Shallow Object Interactions
チョロイ反応
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4. Too Intense
やりすぎな演出
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5. Unrealistic Audio
非現実的なサウンド
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6. Proprioceptive Disconnect
固有重要感覚(身体感覚?)との断絶
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7. Unintuitive Interactions
直感的でない操作と反応
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ハンドプレゼンスデバイスなどに対応
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開発手法の事例紹介
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Whitebox
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At Work!
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At Work!At Home!
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At Work!At Home!
At the Airport!
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The levels were terrible
ステージ、やばい
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mostly terrible
マジ ヤバイ
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Yes.
Could we have done it faster and cheaper?
BrownboxingHow?
速く、安く解決する方法はあるの? アルヨー!
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Brownboxing の事例紹介ムービー
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#Brownboxing
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AffordancesClear Goal Freedom Helpful Deaths
Path to Clever
Comfortable On Budget
Great Solves Feel Awesome!Feel Clever
詳しくはオリジナルのスライドで (^^;;
もちろん、他にも細かく解決法の紹介がありました!
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Thanks!Slides: jesseschell.comEmail: [email protected]
[email protected]: @ShawnDesign
@JesseSchell
スライドはすでに公開中&ムービーはYouTubeで検索
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紹介するセッション②
Virtual Reality: Game Design at the FrontierDr. Kimberly VollRadial Games @zanytomato
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Sarah Colin
AndyLindsay me Gord
Theteam
2016年4月5日 ロウンチ予定
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Fantastic Contraption Teaser
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What does
good design mean in VR?
VRにおいて良いゲームデザインとは?
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VR places you in the game
VR はあなたをゲームの中に立たせます
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VR is non-linear it is incredibly hard to exercise linear control over the player
VRは(リアルと)つながっていない場所なので、 プレイヤーにとって操作はとても困難な体験です
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VR is a complex soup
…and we haven’t written the
cookbook yet
VRは複雑なスープで、そしてまだレシピはできていない
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fundamental game design principles
still apply
we just have to think about how a little differently in VR
基本的なゲームデザインはまだ通用します VR内で少しだけどう異なるか考えなくてはいけません
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all of this comes together to define player behaviour
それらはすべてプレイヤーの振る舞いと協調し決まります
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which is fundamentally unpredictable
それらは基本的に予測不能です
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nausea
player locomotion linear movement acceleration rotation both
プレイヤーの移動、直線運動、加速、回転、すべてで…
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nausea
player locomotion linear movement acceleration rotation both
気持ち悪くなります
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nausea resultsmay vary
個人的な意見であり、結果は個々によって変わります
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“I don’t like VR
it makes me sick”
VRは好きじゃない、気持ち悪くなるから
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“It’s OK
because it doesn’t make me
sick”
大丈夫、わたは気持ち悪くなりません。
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Nausea is a
design problem
(and a marketing problem)
不快感はゲームデザインの問題なのです
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Design Challenge: what experiences
can we create that are fundamentally unique to VR?
素晴らしいVR体験をどう作り出せるでしょうか?
ゲームデザインの挑戦
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Design process
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Create a space Determine core experience/pillars
Create consistency (fidelity contract) Think diegetically
Observe your player Allow players to grow
Process
場所を作る、体験・原則を定義、一貫性を確立、説明方法を考える、プレイヤーを観察する、成長を許す
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Pillar: Never say “no” to the player
原則「プレイヤーに NO と言わない」
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Things we learned by watching:People don’t look/move around
People need time to discover
People interact with (just about) everything
Moving the whole contraption
People love to throw things in VR
Cat chariot
プレイヤーの観察から学んだこと
周りを見たり動いたりしない、理解に時間が掛かる、すべてに反応する、装置を動かす、物を投げるのが好き
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playtesting
テストプレイ
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Start playtesting immediately
すぐにテストプレイをはじめましょう
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Unpredictable humans Training humans
Wow factor Developer/player acclimation
Whitecoat effect Observation
playtesting is hard
テストプレイは大変
予測不能な人、人のトレーニング、驚く要素、 開発者とプレイヤーの慣れ、観察
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Need to understand how players are going to interpret your space
プレイヤーがあなたのVR世界をどう解釈するか理解することが必要です
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Give players time don’t interfere
手出しせず、プレイヤーに時間を与えてください
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obstacles and
room scale
障害物と部屋の規模
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Room scale Standing scale Seated scale
部屋の規模、立っている規模、座っている規模
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Consider the obstacles in the surrounding space
周りの障害物を考慮しましょう
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When the
perceived room space >
workable room space the fidelity contract is at risk
知覚範囲より行動範囲が狭いと、問題が起こります
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VR scale is a
design problem
(and a marketing problem)
VRの規模はゲームデザインの問題です
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UI and
menusユーザーインターフェイスとメニュー
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Traditional menus don’t work in VR
unless you’re in a world with menus
これまでのメニューは、 VR内に一緒に行かない限り、機能しません
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Whim
Next Level
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allow player to grow
成長の余地を残す(成長を認める)
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We never teach players shortcuts
sticky balls / light trails advanced machinery
minigames
私たちはショートカットを消して教えませんでした
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trust and
safe spaces信頼と安全な場所
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The potential for psychological trauma
is real
心理的トラウマの可能性は、現実問題です
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Our players place their trust in us
when they place themselves
in the rigヘッドセットをつけてVR空間にいるとき、 プレイヤーは我々を信頼しています
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If we do our job well people will do stuff
because of our spaces they will be there
not here
ちゃんと空間が作れれば、人々はそこでうまくやれる 彼らはそこにいるのであって、ここにはいないでしょう
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We share responsibility in
creating awareness around our experiences
経験にもとづいた知覚を作るということにおいて、 私たちには共同責任があるのです
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welcome to the
frontier
フロンティアへようこそ
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おまけ
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さいごに 会場提供のお知らせ
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ビサイドの会議室 無料提供の案内
• ゲーム開発等のイベントや勉強会に無料提供
• 最大40名程度が着席して利用出来る会議室(机がなくて良ければ60名くらい収容可)
• 180インチ、4Kプロジェクタ、WiFi 完備
• JR立川駅、徒歩7分ほど
• 近隣に便利なケータリングサービスなどアリ〼
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[email protected] にお気軽にご連絡ください
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利用時の写真紹介2016/2/13
ゲーム開発環境勉強会
非利用時
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ご清聴 ありがとうございました
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