![]() ![]() ![]() Our characters needed to deliver the goals of the game and drive the objectives and narrative forward. One of our biggest challenges came through the introduction of virtual characters especially in VR. The experience of placing people into an IP they loved was something that we were very familiar with from working with Doctor Who. Previously, Maze Theory has worked on properties like Doctor Who – did the change from sci-fi to a more grounded-in-reality based IP provide any unique challenges? Loading a gun’s ammo with one hand whilst steading your aiming under enemy attack suddenly feels very intuitive, uniquely allowing players to bring their own style to combat. Gunplay in VR becomes physical with players literally ducking and diving behind objects to avoid bullets and explosives. Micro-interactions such as lighting a cigarette, exhaling smoke, flicking ash or simply pouring a drink in the Garrison Pub suddenly become huge moments of pleasure and discovery. Throwing darts, writing messages on blackboards, bowling tyres or creating your own basketball bin hoops add to the sense of presence and unique agency in a VR environment. This opens up opportunities for players to role play and embody a character with their own personality.Īs well as exploring the full game narrative and hunting down the game’s objectives players are able to move away from the narrative path to learn more about the world, find collectables and discover their own emergent gameplay- just as you would in the real world. ![]() This really enhances the players’ connection with the game world encouraging exploration and the desire for interactivity with the objects and characters they discover. Having the sense of presence is something that traditional FPS’ just can’t do – the fact that you feel like you are really there. VR really allows the developer to place the player at the center of the story and give true agency in the worlds surrounding them. What opportunities did making a VR game offer over a traditional FPS? The world of the Peaky Blinders creates an exciting playground in which to experience wish-fulfilling moments of subversion, narrative intrigue and dramatic action – a world where all players (fans or ordinary players) will want to discover how their own story plays out. Again allowing us to engage players in a believable narrative and for us to bring them face to face with iconic characters from the show. The world is also populated with an amazing cast, both historical and fictional characters. Peaky Blinders allows us to create an authentic experience set in a world full of gritty gameplay and extreme moral choices, where players get to feel the weight of their own decisions. Something that VR can uniquely do is to allow players to actually feel like they can experience being a part of an IP itself by placing them in a world they already love, and take them to places that they couldn’t otherwise experience. The immersive setting of Peaky Blinders was something that already resonated with the fan base and public influencing fashion, haircuts and creating many immersive events. What makes the Peaky Blinders world a great VR playground? ![]()
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