Rec Room (video game)

Last updated
Rec Room
Rec Room Logo Icon.svg
Developer(s) Rec Room Inc.
Publisher(s) Rec Room Inc.
Director(s) Cameron Brown
Engine Unity
Platform(s)
Genre(s) Game creation system, massively multiplayer online
Mode(s) Singleplayer, multiplayer

Rec Room is a virtual reality massively multiplayer online game with an integrated game creation system, initially released in 2016. It is available on Windows, Xbox One, Xbox Series X and Series S, PlayStation 4, PlayStation 5, PSVR, Meta Quest, Pico 4, iOS, and Android.

Contents

Gameplay

A hub room (called the "Rec Center") is a recreational center with doors that lead to various games called Rec Room Originals and user-generated rooms that were featured by Rec Room. You also have the ability of accessing these rooms on a watch which also contains the maker pen, the main creation tool.

Rec Room can optionally be played on a virtual reality headset, specifically using SteamVR, virtual reality headsets by Meta, Pico 4, and PlayStation VR (PSVR2 not supported). In virtual reality mode, the game uses full 3D motion via the motion capture system of a virtual reality headset and two handheld motion controllers, which are required to pick up and handle objects in the game world, including balls, weapons, construction tools, and other objects. Players can explore the space around them within the confines of their physical floor space while roaming further by using the controller buttons to teleport a short distance, with minimal to no virtual reality sickness. A “walking” mode enables players to move continuously rather than teleporting, although this poses a higher risk of motion sickness. [1]

When creating rooms, players can use the "Maker Pen", a tool resembling a hot glue gun, that can be used to draw shapes in 3D. Players can also code in Circuits, Rec Room's visual programming language. Rec Room announced a partnership with Unity for Rec Room Studio, which allows certain users to use Unity to create more advanced rooms.

Players can pay for a monthly subscription called Rec Room Plus, which grants several features, including the ability to sell user-generated content. Subscribers can sell this content for tokens, Rec Room's in-game currency. Tokens can be exchanged for real-life money. [2] [3]

    Game modes

    Rec Room consists of separate built-in multiplayer games, known as Rec Room Originals. The games include first-person shooters (e.g., Paintball), [4] a battle royale game (Rec Royale), a [5] cooperative drawing game (3D Charades), [6] various action-based quests (e.g., Golden Trophy), [7] and various sports games (e.g., Dodgeball). [8] Rec Room also provides in-game tools for user-generated content. [9] [10]

    Development

    Seattle-based development studio Rec Room Inc. (formerly Against Gravity Corp) was co-founded in April 2016 by Nicholas Fajt, Cameron Brown , Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis. [11] Prior to the company's founding, CEO Fajt worked as a program manager on the HoloLens team at Microsoft. Kroymann worked on the same team after working on the Xbox team. CCO Brown worked as the creative director of HoloLens.

    In 2016 and early 2017, the company raised $5 million in funding for the development of Rec Room and its community. According to Fajt, the company will keep the game free to download. [12]

    In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding. [13] In December 2020, Rec Room Inc. announced an additional $20 million in funding. [14]

    In March 2021, Rec Room Inc. announced another funding round of $100 million with a valuation of $1.25 billion leading to its unicorn status. [15] [16] In December 2021, Rec Room Inc. announced that they raised $145 million during another funding round, bringing the studio's value up to $3.5 billion.

    In March 2024, Rec Room offered another type of body to express yourself in the game: "full body avatars", which allowed the player to have parts on your body that were not present before, (the arms, the legs, the nose, eyebrows)

    Music

    Most of the music heard in Rec Room Originals were composed by creative director Cameron Brown, [17] whose in-game username is "Gribbly". [18]

    Reception

    Dan Ackerman, writing for CNET , described Rec Room as VR's "killer app". [19] In January 2017, Ars Technica reported that trolling and harassment were major issues for Rec Room. [20] In June 2017, MIT Technology Review contributor Rachel Metz described it as a great example of VR's potential for social interaction while criticizing its underdeveloped anti-abuse features. [21] Filmmaker Joyce Wong described Rec Room as her choice of "most interesting piece of art in 2017". [22]

    Related Research Articles

    <span class="mw-page-title-main">Sega VR</span> Video console peripheral

    The Sega VR is an unreleased virtual reality headset developed by Sega in the early 1990s. Planned as an add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and later cancelled outright after Sega ran into development issues. At least four in-progress games for the hardware were in development before its cancellation.

    <span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

    Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

    <span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

    Immersion into virtual reality (VR) is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

    <span class="mw-page-title-main">Leap Motion</span> Former American company

    Leap Motion, Inc. was an American company that manufactured and marketed a computer hardware sensor device that supports hand and finger motions as input, analogous to a mouse, but requires no hand contact or touching. In 2016, the company released new software designed for hand tracking in virtual reality. The company was sold to the British company Ultrahaptics in 2019, which rebranded the two companies under the new name Ultraleap.

    <span class="mw-page-title-main">Oculus Rift</span> Virtual reality headsets by Oculus VR

    Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.

    <span class="mw-page-title-main">Reality Labs</span> Virtual and augmented reality products company

    Reality Labs, originally Oculus VR, is a business and research unit of Meta Platforms that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as Quest, and online platforms such as Horizon Worlds. In June 2022, several artificial intelligence (AI) initiatives that were previously a part of Meta AI were transitioned to Reality Labs. This also includes Meta's fundamental AI Research laboratory FAIR which is now part of the Reality Labs - Research (RLR) division.

    Virtual reality sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Common causes are low frame rate, input lag, and the vergence-accommodation-conflict.

    <span class="mw-page-title-main">Windows Mixed Reality</span> Mixed reality platform

    Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.

    uSens, Inc. is a Silicon Valley startup founded in 2014 in San Jose, California. The company builds interactive computer-vision tracking solutions. The uSens team has extensive experience in artificial intelligence (AI), computer vision, 3D Human–computer interaction (HCI) technology and augmented reality and virtual reality. uSens has been applying computer vision and AI technologies in AR/VR, Automotive and smartphones. 

    Oculus Touch is a line of motion controller systems used by Meta Platforms virtual reality headsets. The controller was first introduced in 2016 as a standalone accessory for the Oculus Rift CV1, and began to be bundled with the headset and all future Oculus products beginning in July 2017. Since their original release, Touch controllers have undergone revisions for later generations of Oculus/Meta hardware, including a switch to inside-out tracking, and other design changes.

    <span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

    A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.

    <span class="mw-page-title-main">Google Daydream</span> Discontinued virtual reality platform by Google

    Daydream is a discontinued virtual reality (VR) platform which was developed by Google, primarily for use with a headset into which a smartphone is inserted. It is available for select phones running the Android mobile operating system that meet the platform's software and hardware requirements. Daydream was announced at the Google I/O developer conference in May 2016, and the first headset, the Daydream View, was released on November 10, 2016. To use the platform, users place their phone into the back of a headset, run Daydream-compatible mobile apps, and view content through the viewer's lenses.

    <span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

    A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.

    <i>VRChat</i> Virtual reality social platform

    VRChat is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with user-created 3D avatars and worlds. VRChat is designed primarily for use with virtual reality headsets, being available for Microsoft Windows PCs and as a native app for Android-based headsets such as Meta Quest, Pico 4, and HTC Vive XR Elite. It is also usable without VR in a "desktop" mode designed for either a mouse and keyboard or gamepad, and in an Android app for touchscreen devices.

    vTime XR Virtual reality and augmented reality social network

    vTime XR is a free-to-play virtual reality and augmented reality social network created by British virtual and augmented reality innovation company vTime Limited, developed in Liverpool in the UK. Cross platform, the app allows groups of up to four users to "jump into VR or AR and talk in what is essentially a private chat room. Users can customize an avatar and select a 3D environment to host the chat inside".

    <span class="mw-page-title-main">Oculus Quest</span> Virtual reality headset

    The first-generation Oculus Quest is a discontinued virtual reality headset developed by Oculus, a brand of Facebook Inc., and released on May 21, 2019. Similar to its predecessor, Oculus Go, it is a standalone device, that can run games and software wirelessly under an Android-based operating system. It supports positional tracking with six degrees of freedom, using internal sensors and an array of cameras in the front of the headset rather than external sensors. The cameras are also used as part of the safety feature "Passthrough", which shows a view from the cameras when the user exits their designated boundary area known as "Guardian". A later software update added "Oculus Link", a feature that allows the Quest to be connected to a computer via USB, enabling use with Oculus Rift-compatible software and games.

    <i>Horizon Worlds</i> Virtual reality platform developed by Meta Platforms

    Meta Horizon Worlds is an online virtual reality game with an integrated game creation system developed and published by Meta Platforms. On this multi-player virtual platform, players move and interact with each other in various worlds that host events, games, and social activities. The game works on Oculus Rift S, Meta Quest 2, Meta Quest Pro and Meta Quest 3 headsets.

    <span class="mw-page-title-main">PlayStation VR2</span> Virtual reality headset developed by Sony Interactive Entertainment

    The PlayStation VR2 is a virtual reality headset for the PC and PlayStation 5 home video game console developed by Sony Interactive Entertainment released on February 22, 2023.

    References

    1. Groen, E.; Bos, J. (2008). "Simulator sickness depends on frequency of the simulator motion mismatch: An observation". Presence. 17 (6): 584–593. doi:10.1162/pres.17.6.584. S2CID   43585717.
    2. "RecRoomPlus". Rec Room. Retrieved 2023-05-01.
    3. "Rec Room+". rec.net. Retrieved 2023-12-12.
    4. "^Paintball". rec.net. Retrieved 2023-05-01.
    5. "^RecRoyaleSquads". rec.net. Retrieved 2023-05-01.
    6. "^3DCharades". rec.net. Retrieved 2023-05-01.
    7. "^GoldenTrophy". rec.net. Retrieved 2023-05-01.
    8. "^Dodgeball". rec.net. Retrieved 2023-05-01.
    9. Sterling, Amy (March 25, 2018). "Visualizations Of The Future: Toward The Oasis". Forbes.com. Retrieved October 14, 2018.
    10. Hayden, Scott (September 14, 2020). "'Rec Room' Exceeds 3M User-created Levels with 40M Monthly Visits, Creator Monetization in the Works". RoadToVR. Retrieved September 22, 2020.
    11. "Company Against Gravity". VBProfiles. Spoke intelligence. Retrieved December 30, 2017.
    12. Hayden, Scott (February 2, 2017). "'Rec Room' Studio Raises $5M "to continue to build the future of Social VR"". RoadToVR. Retrieved December 30, 2017.
    13. Matney, Lucas (June 12, 2019). "Against Gravity is building a VR World that won't stop growing". TechCrunch.com. Retrieved June 28, 2019.
    14. Matney, Lucas (December 17, 2020). "Social gaming platform Rec Room scores $20 million Series C". TechCrunch.com. Retrieved December 18, 2020.
    15. Matney, Lucas (March 24, 2021). "Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox". TechCrunch.com. Retrieved March 27, 2021.
    16. Lyons, Kim (March 25, 2021). "Rec Room rides uptick in users during the pandemic to become a VR unicorn". TechCrunch.com. Retrieved March 27, 2021.
    17. "Music". Rec Room. Retrieved 2022-09-30.
    18. "RecCon keynote with Gribbly". rec.net. Retrieved 2023-05-01.
    19. Ackerman, Dan (August 12, 2016). "VR finally has its killer app, and it's called Rec Room". CNET. Retrieved December 28, 2017.
    20. Newitz, Annalee (January 24, 2017). "Welcome to the world of trolling in virtual reality". Ars Technica. Retrieved December 28, 2017.
    21. Metz, Rachel (June 14, 2017). "Virtual Reality's Missing Element: Other People". MIT Technology Review. Retrieved December 30, 2017.
    22. Wong, Joyce (December 27, 2017). "The art of VR: In 2017, filmmaker Joyce Wong found compelling new ways to socialize online". CBC Arts. Retrieved January 2, 2018.