Replicate the experience of escape from the closet to VR. They value sociality more.

A month ago in Shanghai MWC, the author experienced a VR puzzle-solving game - "picture". Compared with other VR games, the clues to the needle thread in "picture" are even more impressive.

The whole game takes the feelings between the father and the son as the background of the story. The player finds various clues in the game to complete the corresponding tasks. As the tasks are completed in one piece, the gray oil painting in the game becomes colored and finally becomes apparent. Color painting is a beautiful memory of father's growing up with his son. This puzzle game can be operated with only one Vive handle. There are three levels for the experience version of one month ago. According to the different scenes set for painting, the difficulty will gradually increase.

"Artistic" game screen

From the room escape to VR, what did they experience?

It must be said that the story of warmth can always arouse the resonance of human emotions, so that “painting” won the best plot award for the Vive contest. At the same time, the game's development team's mystery game has also become a finalist in the Vive X accelerator project. Of course, perhaps more people know that is the secret home that brought the escape to the provinces and cities of the country.

In October last year, Lei Fengwang (searching for "Lei Feng Net" public concern) issued the document "The New Owner of Beijing's Chamber of Secrets". The article mentioned that Beijing's room escape shop had more than 100 from early 13 and expanded rapidly to 380 a year later. Many then fell back to 280 in 15 years. Although at that time, the room escaped the store with a low entry barrier and quickly emerged, but as Chen Zhen, co-founder of the mystery home said, “The construction period of the chamber is very long. After several months to six months, the volume of the chambers is relatively large. More difficult. "

Soon, the advantages of the early escape of the chamber have become less prominent and the competition has become more intense. The Mystery House, which was established in 2012, is already known in China and has always focused on the escape experience. Perhaps they saw the limitations of escape from the Chamber and they turned their attention to VR.

For them, VR is more like a natural extension of an adventure deciphering game .

“Like the Vive experience, it is similar to the secret room. It is in a space of a few square meters, interacting with things in the space, and the players are exploring with their own consciousness.” Chen Zhen said, “At that time, after we saw the HTC products, I think it can be a fun chamber game.” The important thing is that, unlike the hard-copy room, “VR venues replicate very quickly, and the content does not directly depend on the hardware itself. The closet is a combination of hardware and content.”

As a result, in the second half of 2015, they began recruiting and looking for talents such as fine arts and programs. They hoped to use VR to present adventure-deciphering games in other forms. This would not only extend the content but also enrich the offline experience.

VR offline experience is social

Their experience area built by Xidan Atrium

Shortly after the official delivery of HTC Vive, after some comparison, they selected the address of the experience store in Joy City, Xidan. Chen Zhen said

“We have tried different points, like movie theaters and 3C stores, but shopping malls are the scene that most suits consumption. At the same time, shopping centers are also transforming. We hope that experience stores can become a part of the ecological environment chain. ”

The choice of address also shows the importance of traffic to the experience shop.

According to Chen Zhen, the Xidan Experience Store opened on May 1st. As of the end of July, there were 3,000 to 4,000 visitors per month. By registering customer information, they also calculated that consumers of secondary consumption reached 16%. %.

At present, there are six or seven games available for the experience store. In addition to the above-mentioned "pictures", they also acted on the "Raw Data" game, which allows players to play online. Because they are two completely different types of games, the author is more interested in knowing which types consumers will prefer. However, Chen Zhen did not respond positively, but he did not consider the type to be important. “It is important to socialize and support several people to play at the same time. The content is in line with social needs. ”

“The offline consumer scene is entertainment and leisure gatherings. The mainstream consumer groups are nothing more than family, girlfriends, couples, and friends gatherings, and the contents should be close to the needs of these types of people.” For this, the author and his friends Have experience. In the VR experience, even if two people cannot directly talk to each other, they can see each other's avatars and actions that are sent out, so that a simple interaction is possible, and this only greatly increases the fun of the VR experience. Obviously, it is because of the existence of social networking that the offline experience highlights its irreplaceability and greater market demand.

As for the sociability of people, how much of an experience hall must be opened or how many people should experience it at the same time? Unlike other game developers who spoke of 2-4 people or experienced shopkeepers with hundreds of square meters and thousands of square metres of roominess, Chen Zhen considered more from the business model, “the flow of space in an hour”. .

“For example, a theme for the secret room is 60 square meters, and about 6 people for 1 hour. If you build a haunted house business model, the space is relatively large. If you have 300 square meters, it is an excursion, half an hour or 20 minutes. For example, if there are 20 people who can enter within an hour, the income per square meter may be higher."

Conclusion

Currently, they only use the HTC Vive equipment because, apart from the performance advantages, “under the line operations should take into account the stability and continuity of their own equipment, especially for a long time to run more than 10 hours. At the same time Vive is also convenient Buying accessories, there is a corresponding after-sales. The stability of the business itself determines how much you will use this hardware." As for other equipment and experience, they are still waiting for a more mature backpack program. On the content side, they are developing a new puzzle game, combining actions and adventures in the middle, and joining the battle. Players are encountering battles in the process of solving puzzles.

Whether it is a room escape or a VR experience shop, consumers are constantly looking for new stimuli and surprises. The emergence of VR is just right.

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