CCP CEO: High-end VR Headset sales have been enough

Many times in life lies in your perspective of things. During the GDC, I walked back to the hotel suites with Hilmar Pétursson, executive director of CCP Games, and discussed their company's latest game "Sparc" and other topics. Peterson is like a giant compared to my 1m75 little figure. When he spoke, I listened carefully because the CCP was one of the few studios that had developed content for VR from the very beginning, and it could be regarded as a senior veteran in the industry.

Peterson explained to me that it is best to look at the VR market from some perspectives. He asked me how many high-end VR devices are on the market today. I replied that it should be less than 2 million, because PlayStation VR is nearly 1 million, and Rift and Vive add up to less than 1 million.

He said: "This is already a lot! You can develop a game for this. I have seen even worse. We have previously developed "EVE Online" for modems, and people are like 'You let me download a game via modem' ?'If you are more ambitious, this may be a small base, but there are already a lot of nearly 2 million units.'

"We basically reached a break-even. Obviously, we have considered a lot to do this. Many people will say, 'How much did you invest? How is the price? How did you get it to the market?' We are not alone. The power only reached today's pace, we cooperate with everyone in the VR ecosystem. But more than 1 million really is a lot. Have you seen 1 million people? This is really a lot of people! I come from Iceland, where The population is only 300,000. We are now talking about at least three times the number, so this is really a lot of people. I think this installed base is huge for Icelandic people. It is three more than the population of my country. Times. People make a variety of products for Icelanders. There are three television stations in Iceland, covering 300,000 people, but we have a million VR players. This is really great."

"(VR) is very different from anything else... Think of it as your first game and you don't know anything at all."

Peterson pointed out that the CCP now has “hundreds of people working for VR, researching, marketing, managing the community, and communicating around it, so many organizations have already been established.” As for “Sparc”, this was developed by the studio of CCP Atlanta. The latest game is also the company’s fourth VR game. Peterson continues to say that success in VR is not easy.

He said: "You must do this. You can't just read a book about VR. You have to develop VR games. And VR is very different from anything else, so don't want to learn too much from other games." Knowledge, see it as your first game, and you don’t know anything about it.”

“Additionally, it’s very important to post and get feedback, so don’t wait too long to roll out your game, get a response, and so on. “Walkiri” is a great example of what we publish for Valkyrie. With a lot of updates, I think we now have three or four updates and it’s getting better and better. We’re constantly seeing what players are doing. We obviously apply many lessons from “EVE Online” to “Walki. On the body."

The CCP is very determined to incorporate player feedback into the game so that they will not consider adding new features to Sparc if they do not get enough information from the player tests. Sparc is a futuristic dodgeball game, but it's easy to imagine that CCP will expand the game by adding other elements of the game.

"Obviously, we have some ideas and ideas for the next step, but we really need to get the actual data, so we just make sure we don't think too much," Peterson said. "I already have ideas, but I don't want to share them now, because these ideas are probably wrong."

Not only is CCP developing content outside the EVE universe, but it is also a sports content. This is very surprising. But Peter loosely joked that for his company, we must "predict unexpected things happen." He said that the CCP was originally planned to develop a motion-based sports game for Kinect.

He explained: "This started with our team in Atlanta and some of them were already involved in VR before Kickstarter crowdfunding in Oculus. Someone made a CAVE system like something in their basement through projectors and sheets. So we At the time, there were already some hardcore fans of VR. When we started to go into VR, we quickly realized that even if people started to pay attention to the output, such as the head-mounted display, the input was actually more important than the output. The charm of VR lies in your interaction with the world, and then the world in turn interacts with you."

"You can almost argue that all VRs are AR to some extent until we sit down and insert into the Matrix, and then all our realities become virtual reality."

Peterson continued that the CCP basically conducted market predictions for the VR field and then judged what kind of inputs it needed. They believe that traditional controllers will always work, which is why they will develop Valkyrie, but they also know that physical tracking or some kind of controller tracking may be a necessary condition for true immersion in VR.

He said: “At Atlanta’s studio employees used Microsoft Kinect to explore standing and hand waving followed by a studio or experimental kitchen where you could throw a fireball and play music through your hands, then one of the experiences It's like a sports sport."

"Then we started exploring and experimenting, and then we started tracking controllers (Vive and Oculus)... after that we said 'OK, we now have a stable business base to develop a product'. We were hoping that Kinect would be VR was born again, but that didn't happen, so the tracking controller was really good for what they were doing. Then we watched what they were already exploring, and this sports game seems to be well-suited to the market."

As an experience game, "Sparc" may be suitable for using Vive Tracker. For example, the CCP can apply the Tracker to the player's feet or real objects such as rackets. Peterson said that this is a very interesting idea, but he believes that before the widespread adoption of Vive Tracker, there will not be too many developers will invest their energy to support this device.

He explained: “We are going to face all three major mooring platforms, so we must develop for the common ground of the three. So for these experimental things, there is a lot to explore, but the installation base of VR is not large. So If you only optimize for some niche inputs, you end up with just a smaller market."

"VR has arrived, and AR still has some distance. Perhaps AR's market will be bigger, but I don't know, and I hardly care."

"Before Vive Tracker had a meaningful installation base, I thought it would be difficult to achieve a viable market, but they were working hard and trying. It was very good and it might bring something new and exciting. But it's too early to think about it."

The experiment was very good, and Peterson said that all the head-up vendors sent the latest technology to his team, but he is a very pragmatic person, and this attitude is very suitable for his business.

"What I do know is that there are more than one million heads of display. This is what we are concerned about. If there are bigger and better things, then we will understand. The current situation is that VR has arrived and AR There is still some distance. Perhaps AR's market will be bigger, but I don't know, and I hardly care. If so, I'm sure we will be the first people to know."

When we were ready to end the interview, Peterson turned the conversation back to the perspective of things, discussed issues related to VR and AR, and all related terms.

He said: "People are always distinguishing between AR and VR. It's a bit academic. When you're in virtual reality, it still happens in reality. When you play "Sparc," you just can't see the real world, but you It's still in reality, so to some extent this is another reality, but you can't see the reality.”

"You can almost argue that all VRs are ARs to some extent until we sit down and insert into the Matrix, and then all our realities become virtual reality. You are still sitting in a sofa. You are still in the house and you are still somewhere. So I try not to cling to 'What is VR? What is AR? What is MR? What is XR?'"

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