The Secret to Beat Saber’s Fun Isn’t What You Think

The Secret to Beat Saber’s Fun Isn’t What You Think

Delving into the world of XR design, our series Inside XR Design dissects exceptional examples of XR design. In this edition, we explore the renowned game Beat Saber (2019) and uncover how its core design element can be applied to develop outstanding VR games that transcend the realms of music and rhythm.

Editor’s Note: It’s truly remarkable to reflect on the fact that Beat Saber originally debuted in Early Access seven years ago today. From its inception, the game exuded an air of uniqueness, yet its meteoric rise to becoming one of VR’s top-selling games of all time was unforeseeable. As we celebrate the enduring legacy of this game, we revisit our episode of Inside XR Design that delves into the essence of Beat Saber’s entertainment value and how this can be transposed onto VR games unrelated to music.

You can watch the full video below or continue reading for a condensed text version.

Transcending Music

Welcome to another installment of Inside XR Design. Now, brace yourself for a seemingly nonsensical statement. By the end of this piece, you’ll grasp its significance. Beat Saber… is not merely a rhythm game.

Before dismissing this notion, consider this: while Beat Saber incorporates music and rhythm, the hallmark of a rhythm game isn’t limited to just music but also includes a scoring system contingent on timing. The precision of your timing directly influences your score.

Here’s the revelation that often goes unnoticed: Beat Saber’s scoring mechanism doesn’t revolve around timing.

Surprising, isn’t it? Whether you swiftly strike a block as it approaches or wait until the last moment before it disappears behind you, you could earn an equal number of points in both scenarios.

If timing isn’t the basis of Beat Saber‘s scoring, how does it function? The game’s scoring system hinges on motion. It’s crafted to compel you to execute specific movements to attain the highest score.

The primary scoring criteria involve the breadth of your swings and the precision of your cuts through the block’s center. Beat Saber challenges you to swing widely and accurately as it hurls cubes your way.

While music aids in coordinating your movements, Beat Saber transcends being a mere rhythm game to become a motion game.

Specifically, Beat Saber exemplifies a VR design concept known as ‘Instructed Motion’, where players are directed to move their bodies in specific ways.

This article advocates that Instructed Motion is a design principle that can be dissociated from music-centric games. In other words, the exhilaration of Beat Saber can be leveraged to craft exceptional VR games devoid of any ties to music or rhythm.

The Essence of Instructed Motion

To comprehend how Instructed Motion can enhance a non-musical game, let’s examine Until You Fall (2020) by Schell Games. Despite not being a rhythm game—albeit boasting an impressive soundtrack—it adopts the same Instructed Motion concept that underpins the enjoyment of Beat Saber.

While numerous VR combat games adopt physics-based systems that grant players the freedom to engage in combat using arbitrary motions, Until You Fall is meticulously designed to dictate the manner in which players should move.

Before asserting that physics-based combat is unequivocally superior in all scenarios, ponder how different Beat Saber would be if players could slice blocks in any direction at will.

Undoubtedly, the game would lose its enchanting flow and gratification. Beat Saber thrives on intentional patterns that guide players to execute fluid and enjoyable movements. Without these cues, player actions would descend into chaos and erratic flailing.

Similar to how Beat Saber benefits from directing players to perform gratifying motions, VR combat games can also capitalize on this approach. In the case of Until You Fall, Instructed Motion not only dictates how players move but also influences how they feel.

During blocking sequences, players experience vulnerability as they assume a defensive stance. Unlike in physics-based combat games where players can retaliate at will, enemies in Until You Fall unleash specific attack sequences that necessitate timely blocks to avoid losing one of their three hit points.

This strategic approach allows the game to modulate the intensity of encounters by varying the number, position, and speed of incoming attacks. Weaker foes may launch sluggish and predictable strikes, whereas formidable adversaries unleash rapid barrages that instill a sense of pressure in players.

Such precision affords developers control over the intensity, challenge, and emotional impact of each engagement, highlighting the efficacy of Instructed Motion as a versatile tool.

Dodging in Until You Fall diverges from blocking as it necessitates full-body movements to evade incoming threats, offering a distinct gameplay experience.

While some VR combat titles permit players to ‘dodge’ by simply adjusting a thumbstick, Until You Fall employs Instructed Motion to elevate dodging into a physically engaging maneuver.

In combat scenarios, players strategically land hits until an enemy’s shield is shattered, creating an opening for substantial damage.

Contrary to games that afford players unrestricted opportunities to pummel foes, Until You Fall leverages Instructed Motion to prescribe specific swing patterns for optimal damage output.

Executing wide arcs and precise strikes not only maximizes damage but also imparts a sensation of empowerment and assurance, contrasting the vulnerability experienced during defensive maneuvers. Achieving a flawless combo is immensely satisfying and reinforces the game’s appeal.

Continue on Page 2: Motion = Emotion


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