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We’ve made some progress, and I think there’s more progress to be made. Petursson: We’ve been working on simplifying things for people to get into the core loop of Eve Online. GamesBeat: Are you still seeing other things that will take Eve to the widest audience, to the mass market? Is that one of your ambitions, to take a game with a smaller, deeper, lucrative audience and expand it out into a broader game? Then we’ll have the opportunity to expand on that in the years to come. We’re just nailing down exactly what’s the best way to start to get that experience together, get the session length, get the pulse-pounding moments of piloting a fast spacecraft in this universe. Take those large wrecks of titans and create a procedural way to break them apart and build massive battlegrounds, and then you could have Valkyrie players flying spaceships within that thing. Just one example, take the Titan Monument that we released last week. We can bring in so many things from the Eve universe. You can look past things, fly past rocks, go through space dust, go inside things. We continue to get feedback within the company on what works, what’s balanced, what expectations people have based on other shorter-session games out there.Ī lot of opportunity opens up space, with the verticality and the 3D aspect of it.
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We’ve tried various game modes and levels and other ways to bring that about. You can go into the market and train your skills a little, but if you’re into the top-tier gameplay in Eve, it’s usually a larger time commitment. It’s very difficult to play Eve for only 15 minutes. That’s part of the feedback we’ve gotten about Eve many times. Then you can do more and more if you want to, but we’re aiming for that shorter session length. We’re thinking about combat sessions with a duration around 15 minutes, and then you have an outcome. We want to bring a contrast to the experience of flying a spaceship compared to Eve, which is very long and very committed and very complicated. Petursson: We’re focusing the game experience to be very frantic and fast-paced. GamesBeat: With your demos so far, have you figured out what’s the optimal experience for the depth and the duration of it? Is this something you think people will play for minutes at a time, or will they actually play for quite a long time and go up 50 levels or something? We’ll be investing a lot into the ecosystem, I think more than most people expect, and more than we’ve talked about so far. We want to put our own resources, both personnel and funding, behind great content. We want to be out there supporting that effort. This is going to be a platform where a lot of developers will be self-publishing, like on a mobile platform. He’s heading up the worldwide publishing effort, which is really more about going out and supporting developers. GamesBeat: So Oculus’s $75 million funding round is going toward getting content as well? We may need more than just one game, but it usually only takes that one game to really help drive it. We believe that there’s a huge opportunity to scale when there’s great content like this. Valkyrie is going to be a comfortable experience.
Eve valkyrie oculus rift simulator#
The quality of the consumer experience, the ability to deliver a comfortable experience, and the fact that the nausea, the simulator sickness, is no longer the biggest challenge - we’ve gotten past that now. We’re excited about where we’re going to go in the first few years, especially given some of the core improvements we’ve been able to make on the technology side. Valkyrie is going to help attract users to the platform. Iribe: We’re certainly bullish on the launch and having great content. I hope that Valkyrie, like Eve Online, will outlive us all. That’s what’s made us successful with Eve.
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What happens after that we’ll see based on feedback from our players and from the world. I realize that it’s more complicated to fill up the world with 3D glasses than it is to make a space combat game. We look forward to hearing exactly when that can come about. We’re very focused on bringing a kick-ass experience to this platform as soon as possible. Three top investment pros open up about what it takes to get your video game funded.