[HN Gopher] VR Design Unpacked: The secret to Beat Saber's fun
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       VR Design Unpacked: The secret to Beat Saber's fun
        
       Author : stevenalowe
       Score  : 63 points
       Date   : 2025-05-02 19:16 UTC (3 hours ago)
        
 (HTM) web link (www.roadtovr.com)
 (TXT) w3m dump (www.roadtovr.com)
        
       | stevenalowe wrote:
       | good examples of the notion of 'instructed motion' as a separable
       | design element, and how this drives players' emotions
        
       | doctorpangloss wrote:
       | Ha ha, the secret to Beat Saber's fun is that they didn't pay for
       | the licenses to the music people make levels for, and now that
       | Meta owns them, they are a very expensive target to sue.
        
         | ceejayoz wrote:
         | They paid for licenses.
         | 
         | Certain songs will get taken down if you stream them, but
         | they're still licensed.
         | 
         | https://beatsaber.com/faq.html
         | 
         | > Our aim is to release Content ID-free songs for future OSTs
         | as well. However, we cannot guarantee that Content ID will be
         | disabled for paid music packs since they are owned by our
         | third-party partners. We value the work of artists and respect
         | their decision to keep Content ID enabled for the music they
         | create.
         | 
         | https://edm.com/features/inside-the-ambitious-quest-to-licen...
         | 
         | > The ambitious effort to activate Daft Punk in Beat Saber took
         | over two years, according to Vickie Nauman, founder of the Los
         | Angeles-based consultancy and advisory firm CrossBorderWorks.
         | "The collaborative effort was between Beat Saber core team,
         | Warner Music in London and Daft Punk crew," Nauman tells
         | EDM.com.
         | 
         | > Nauman has worked with the title's developer, Beat Games, to
         | execute the company's licensing deals since its early days as
         | an independent gaming studio in Prague, a role in which she
         | remained after Facebook (now Meta) acquired the studio in 2019.
        
           | spencerflem wrote:
           | Everyone I know playing beatsaber has the modded version :p
        
             | ceejayoz wrote:
             | Beat Saber and Meta aren't responsible for that.
             | 
             | You won't get sued for that just like singing Taylor Swift
             | in the shower is permissible.
        
               | xdfgh1112 wrote:
               | I mean they are. They allow hundreds of thousands of
               | players to sideload a modded APK in using their developer
               | mode. This is detectable but they tacitly allow it
               | because it sells a lot of copies of the game and the
               | headset.
               | 
               | And I am thankful they do!
        
               | ceejayoz wrote:
               | My web browser lets me pirate music, but Mozilla doesn't
               | get sued for that.
               | 
               | There's zero liability for Beat Saber or Meta here.
               | People distributing the pirated music would be liable.
        
               | spencerflem wrote:
               | MegaUpload got in some trouble for file sharing fwiw, so
               | it's not impossible
        
               | brookst wrote:
               | MegaUpload was unarguably distributing content.
        
               | spencerflem wrote:
               | I know, I'm just saying that a big part of what makes
               | beat saber fun (to me) is in playing fan made songs.
        
             | Arrowmaster wrote:
             | The RIAA is the biggest detriment to any music based games
             | success. Either you pay lots of money for every additional
             | song or most the player base are pirates.
             | 
             | Maybe someday one will be released with Spotify, YT Music,
             | and Amazon Music integrations. Advertising that you just
             | need to connect your accounts and can use anything. But I'm
             | sure there are a lot of people working to make sure that
             | never happens.
        
           | magusor wrote:
           | I think op meant the custom songs, there are thousands of
           | them, amoung which a lot are of very high quality gameplay
           | wise. I've been playing beat saber since when it came out (so
           | about 7 years I'd say), and while I do play an "official"
           | song here and there, most of my playtime is on customs. While
           | this custom content does play in their favor, they do not
           | however make it trivial to access it (you have to mod your
           | game, which is a bit involved on a quest headset), unlike
           | some other games, so I guess a lot of buyers don't actually
           | buy the game for the custom content
        
       | mintplant wrote:
       | > So if _Beat Saber_ scoring isn't about timing, then how does it
       | work? The scoring system is actually based on motion. In fact,
       | it's actually designed to _make you move in specific ways_ if you
       | want the highest score.
       | 
       | > The key scoring factors are how broad your swing is and how
       | even your cut is through the center of the block. So _Beat Saber_
       | throws these cubes at you and challenges you to swing broadly and
       | precisely.
       | 
       |  _Oh._ Coming from a rhythm game background, I couldn 't figure
       | out why I kept failing charts when I tried Beat Saber on my
       | friend's VIVE. Now I finally understand what was happening. The
       | experience was frustrating and disheartening. Maybe it wouldn't
       | have been if I'd gone through the tutorial instead of picking up
       | from my friend's game save?
        
         | corytheboyd wrote:
         | It's been so long I don't remember if they explain the scoring
         | system fully in a tutorial... but it becomes very intuitive if
         | you _flow_ the direction the blocks want you to go in, with
         | liberal follow through. Also, this makes way more sense at
         | higher difficulties, because the lower ones are so slow that
         | flow and follow through just isn't intuitive.
         | 
         | I'm not at all interested in high score min/max, but I do
         | confidently play most "dancey" expert+ (as in, not the
         | ridiculous Camellia stuff), and this is how I think about the
         | game.
        
         | jerf wrote:
         | "Maybe it wouldn't have been if I'd gone through the tutorial
         | instead of picking up from my friend's game save?"
         | 
         | As far as I know this is not explained anywhere in the game
         | itself. Coming from DDR I finally twigged that something was up
         | when I did a full combo and realized I was still light years
         | from the #1 score, and realized there must be more to it than
         | that. Obvious in hindsight, but easy to miss. And I would not
         | have guessed how much it wants your swing to be rather large;
         | scoring [1] is 70 points for a 100 degree approach, 30 points
         | for a 60 degree follow through, and 15 points based on accuracy
         | in hitting the center. Nice in the sense that it creates a lot
         | of headroom for high scores, but most people should not obsess
         | over score too much. The swing sizes it "wants" get absurd
         | pretty quickly as the boxes start coming faster.
         | 
         | [1]: https://bsmg.wiki/ranking-guide.html#scoring
        
           | xdfgh1112 wrote:
           | It is literally explained in the first five minutes of the
           | turorial
           | 
           | Or you can intuit from the score displayed after you cut each
           | block
        
             | Cieric wrote:
             | To be fair the tutorial wasn't always there. And when it
             | was added I had no reason to go through it. Not the parent
             | though.
        
             | jerf wrote:
             | This is the tutorial I got: https://youtu.be/EJIMULOXbYI
             | 
             | Maybe you have a different one on a different platform but
             | there is no score discussion there.
             | 
             | Intuiting things at 3 blocks a second is a challenge.
        
         | SequoiaHope wrote:
         | Hah I also skipped the tutorial and was lost for a while the
         | first time I played.
        
         | koolala wrote:
         | Its like playing Wii Tennis without swinging your arms.
        
       | artemonster wrote:
       | In my opinion "Until you Fall" is the second best VR game after
       | HL:Alyx.
        
       | Animats wrote:
       | The secret to Beat Saber is that the player's physical and
       | virtual world are locked together at all times. You're standing
       | on a small platform and can't go anywhere. Thus, it doesn't cause
       | nausea. Or disorientation. Or falls. Even when the player is in
       | very active motion.[1]
       | 
       | [1] https://www.youtube.com/watch?v=gV1sw4lfwFw
        
         | HPsquared wrote:
         | Another type of game with this characteristic is Table tennis
         | simulators. Although the reduced field of view is a limitation,
         | it just feels like wearing a strange helmet. Inner ear still
         | matches the visual picture.
        
           | piyh wrote:
           | I've seen plenty of people try to lean on the table and fall
           | over
        
         | echelon wrote:
         | I wonder if a game where you ride inside of a mecha with free
         | roaming capabilities would feel more natural.
        
           | ZeWaka wrote:
           | That's the basis for a very common VR game(s) you see in VR
           | arcades and such (or conventions).
           | https://store.steampowered.com/app/334540/Vox_Machinae/ or
           | https://store.steampowered.com/app/1192900/IRON_REBELLION/
           | 
           | Having played them, they were slightly disorienting at first
           | but nowhere near as actual movement-based VR games.
        
           | Sohcahtoa82 wrote:
           | Not really.
           | 
           | Any game where your game-world movements don't match your
           | real-world movements is what causes motion sickness.
           | 
           | It's as simple as that. If you're sitting in a mech, once the
           | mech moves, you're likely to get sick, because you're moving
           | in the game world, but not the real world.
           | 
           | There are ways to kind of fool your brain to make it work,
           | but it's not 100%. For example, in Gorn, one of the movement
           | options is to move an arm forward, then pull it back while
           | holding the trigger, kind of like you're pulling the world.
           | But if you alternate arms as you do it, your arms kind of
           | simulate the swinging motion of walking, and that can be
           | enough to drastically reduce or even eliminate the sickness.
        
             | 9dev wrote:
             | Why wouldn't the same thing apply when driving a car in RL,
             | however?
        
               | Wowfunhappy wrote:
               | In real life, you can feel the acceleration of the car.
        
               | hnlmorg wrote:
               | Because in real life you do feel the effects of bends in
               | the road, acceleration, breaking, and the terrain under
               | your wheels.
        
               | wlesieutre wrote:
               | You feel the acceleration and braking and turning when
               | you're in a real car.
        
               | Dr4kn wrote:
               | It does. When your acceleration changes you feel it and
               | if you don't you might get sick. If your acceleration is
               | static there are no additional forces on you
        
             | LorenDB wrote:
             | There are also efforts to create patches that provide
             | neural stimuli to fool your brain into thinking you've
             | moved. Reportedly Valve has looked into those in the past.
        
         | Wowfunhappy wrote:
         | I desperately want more games like Unseen Diplomacy, where you
         | walk through an infinite hallway. In real life, you're just
         | walking in circles, but it doesn't feel that way in VR!
         | 
         | I'm immune to VR motion sickness, but games without fake
         | movement just feel so much more immersive!
        
           | this_and_that wrote:
           | The game "Tea for God"
           | (https://www.google.com/search?q=tea+for+god&oq=tea+for+god)
           | also has this strange behavior where the world curves around
           | in a non-Euclidean / M.C. Escher-style fashion so that you
           | feel like you're in a labyrinth, but you're actually in a
           | ~8ft square in your living room.
           | 
           | "Tea for God" and "Unseen Diplomacy" are the only games I'm
           | aware of that operate in this fashion, with "realistic"
           | walking movement that doubles back on itself.
        
         | CarVac wrote:
         | That what makes it _not bad_ , not what makes it good.
        
       | corytheboyd wrote:
       | Huh yeah I guess I never thought of it as not a rhythm game. At
       | higher difficulty it's really more of a DANCING game, if you
       | think about what you're doing with your body. I think the
       | observation about the scoring system backs this up too, because
       | it's based on direction and speed of motion, not timing. Of
       | course you need to have some timing mastery to hit the blocks,
       | but the scoring is not based on it.
        
       | divan wrote:
       | Never cared about scoring in Beat Saber. To me the game stood out
       | for two reasons:
       | 
       | 1) multisensory experience - when you chop the block it's a
       | music+visual+kinestetic experience (beat/flash/haptic). That
       | alone was wildly satisfying and worth playing game for 2h hours.
       | 
       | 2) simplicity of rules
       | 
       | The first thing later was replicated in may apps/games (one I
       | enjoyed a lot is FitXR). But Beat Saber nailed it so good and
       | early, that it's still unbeatable :)
        
       | jonplackett wrote:
       | I just wouldn't have cared that much about getting a VR headset
       | without beatsaber.
       | 
       | And when I got bored of beatsaber, I was bored of VR.
        
         | bitwize wrote:
         | You should try Rez Infinite. Along with Beat Saber I'd say it's
         | a "killer app" for VR gear.
        
         | SkyeCA wrote:
         | I got bored of Beat Saber and stopped using VR for a
         | while...then I tried VRchat and developed what some would call
         | an addition.
        
       | TechPlasma wrote:
       | _The Path_ will reveal itself to you as you play. There is
       | usually only one and it is correct.
       | 
       | Memorizing levels in Beatsaber isn't required to do VERY well. I
       | very rarely ever play a level more than once in a session. And
       | actually tend to struggle with highly repetitive "memory intense"
       | sections of songs where it DOES become a rhythm game.
       | 
       | But if you follow the blocks they will lead you to where the next
       | block will be.
        
       | caseyross wrote:
       | So, building on this, we can view Beat Saber not as a music game,
       | but as a *dance* game that figured out a reliable, precise way to
       | track player movements.
       | 
       | It's interesting to note that similar movement-quantizing systems
       | are at the core of numerous other hit games, most notably in
       | _Dance Dance Revolution_ but also to some extent _Rock Band_ and
       | _Taiko no Tatsujin_.
        
       | jncfhnb wrote:
       | I don't really agree with the thesis that it's about motion. I
       | found myself moving less and less as I got better at beat saber.
       | I didn't care at all about the scoring, and if I did, it was
       | about hit percentages and combos, not slicing accuracy.
       | 
       | It's a good game with nice UX. It is most definitely a rhythm
       | game. But you could get 99% of its value prop on an arcade
       | machine setup sort of thing. It doesn't need to be strapped to
       | your head. It's barely VR. The fact that it's still pointed to as
       | the best VR experience is proof that VR gaming is going nowhere.
        
       | bangonkeyboard wrote:
       | Beat Saber's reveal trailer is still one of the best I've ever
       | seen: https://www.youtube.com/watch?v=fIzRbI1JUe4
       | 
       | A tight 30 seconds of uncut gameplay that intuitively unveils the
       | game mechanics as the simple track, just when it seems overly
       | easy, crescendoes into the beat drop and trickier motions. The
       | finishing touch is the missed note right before the hard cut to
       | title.
        
       | GuB-42 wrote:
       | Beat Saber is absolutely a rhythm game. It doesn't have the
       | typical scoring system that is based on having an accurate
       | timing, but it is far from the only one.
       | 
       | Guitar Hero, one of the best known rhythm game doesn't score
       | based on timing accuracy. You hit a note or you don't, that's
       | all, ut you still have to hit that note with a certain timing.
       | Same thing for Beat Saber, you hit or you don't hit the note. If
       | you want a high score, which is completely optional, as may just
       | be interested in pass harder and harder songs, then there are
       | other mechanisms at play. Guitar Hero has star power, Beat Saber
       | has motion. That it is not pure timing doesn't make them less of
       | rhythm games.
       | 
       | The article says that instead of being a rhythm game, Beat Saber
       | is a "motion game" because it rewards precise and intentional
       | motion. But it is the case for all rhythm games. For games about
       | pushing buttons, the motion is rather basic, but take DDR for
       | instance, even if it rewards timing, the key is how you move on
       | the dance pad. Even if you hit the right arrows, bad movement
       | will mess up your timing and drain your stamina. Even some pure
       | button pushing game like, say, Jubeat is all about making the
       | right movements.
       | 
       | The reason Beat Saber used motion for scoring instead of timing
       | is, I think, that the smooth motion of the VR controllers didn't
       | lend itself well to it. I mean, how to even judge timing? So
       | instead, it judged motion, but it is not just a "motion game"
       | like, say, Just Dance (which is also considered a rhythm game
       | btw).
       | 
       | As for why is it so fun? There is no single thing. It took
       | everything that worked, combined them, executed them well, and
       | boom, a hit.
       | 
       | - Rhythm games are fun, you already have motion controls, motion
       | controls + rhythm is dance, dancing is fun.
       | 
       | - Sabers just work in VR, there are plenty of VR games that
       | feature some kind of sword.
       | 
       | - It is an active game, so it attracted those who want to
       | exercise.
       | 
       | - It has an active modding community, and I thing the devs are
       | smart about it. They tolerate it, without supporting it
       | officially, so modders have a lot of freedom. Most of it is about
       | the sharing of songs without having the right to do so after all.
       | 
       | - It is intuitive with a good learning curve. Most people just
       | need a couple of songs to get comfortable on easy/medium
       | difficulty, but the skill ceiling is high. For example, there is
       | no special symbol to learn, just colors and directions, and on
       | easier levels, they follow naturally (ex: blocks meant to be cut
       | by the left saber are on the left).
       | 
       | - It is a VR game with no locomotion, it limits the risk of
       | motion sickness.
       | 
       | Taken individually, none of these are special, but that's the
       | combination that's great.
        
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       (page generated 2025-05-02 23:00 UTC)