On the Design of Valve’s ‘The Lab’
visualise.com
visualise.com
Exploring an environment in VR can’t be compared to exploring one on a screen, because the objects have scale that makes sense, and you can freely move around them to see their shapes. Or, when you pick something up, you can freely move it around with your hand to see different sides and angles.
The software includes detailed representations of the Vive controllers, so you can see them while you’re in VR — including accurate battery LEDs, the state of the buttons, and the position of the analog trigger.
Even the little toys in The Lab’s “menu room” are fun and natural — there's a wooden bow on a table. You can reach out with a hand, touch the trigger on the controller to pick it up (the controller disappears so you seem to just be holding the bow), and then use your other hand to grab an arrow, pull it back (holding the trigger), and release (by releasing the trigger).
The demo worlds are equally magical — when I played fetch with my little robot dog, I kneeled down to pick up a stick, stood up to throw it, and then kneeled back down to give the dog an approving scratch when it brought the stick back.
I was mildly excited about VR and AR. Now I’m convinced that they’re going to change how we interact with computers, and with each other.
A particularly interesting area is locomotion - how to get about. The teleportation model is very much a first gen approach, and folks are playing with concepts like swinging your arms to walk, and designing games so you're constantly turning around in your playspace without realising it.
I know this probably isn't appreciated, but reddit.com/r/vive is a good place to keep an ear to the ground and to watch the technology and its use develop.
Manner of interaction is subjective, and pandered to, by tendencies reinforced by operant conditioning cues.
Just like linguistic creep mutating dialects, so too with tendencies to interact with affordances in certain ways. Someone from another country doesn't know how thick their own accent is.
I don't think VR will directly compete with the traditional video game interface, much like handheld consoles don't directly compete with PC gaming. I do think it will spawn a whole new branch of the gaming industry.
As a side note, I don't think the screenshots do justice to just how _good_ 'The Lab' looks once you're wearing the Vive.
Now, the portal thing isn't all that sensational. The room which is a level selection menu has been done a ton of times. Nintendo loves it. Super Mario 64 is one of the earliest examples I can think of and Nintendo Land even presents the different levels as attractions in a theme park which are accessed via futuristic looking gates (portals?). Valve simply did the same thing with the portals being more like those in Valve's own hit franchise aptly named "Portal", but as standalone 3D objects, rather than flat ones projected onto a flat surface.