The 7th Guest VR, a virtual reality remake of a 90s horror game, offers state-of-the-art technology, formidable puzzles, and a captivating mystery adventure. Remaking a title from the 90s poses a significant challenge due to the vast technological advancements. However, The 7th Guest VR faces an even greater challenge as it transitions from CD-ROM to VR.
In a recent interview with Game Rant, Project Lead Paul van der Meer discussed the development of the game. The conversation revolved around paying homage to its legacy, propelling the title forward, revamping the mansion, and various other aspects. The interview transcript has been edited for clarity and conciseness.
Q: Can you provide some information about yourself and your profession?
A: Hi, I'm Paul van der Meer. I have accumulated over ten years of experience in the gaming industry, specializing in console gaming and VR. Currently, I am a part of Vertigo Games, where I have been thoroughly enjoying my role as the Project Lead. My responsibilities include overseeing game design, puzzle design, and ensuring the project's overall vision.
Q: What special considerations need to be made when developing a horror game for VR? What unique challenges or aspects have you found when developing 7th Guest?
A: Our main focus is on considering the player's perspective. It's important to understand that not everyone has the same level of comfort with motion in virtual reality. Therefore, a fundamental rule in VR is to only move the camera when the player initiates the movement themselves. This guideline becomes challenging when developing horror games because we cannot control the pacing or the player's viewpoint in the same way as traditional games. If the player decides to look away, they may miss out on the terrifying elements. Consequently, one of our key obstacles is directing the player's attention, ensuring that important elements are noticeable without being too overtly distracting. However, this limitation also grants us a unique level of freedom that is absent when designing for a television or monitor.
Q: The 7th Guest was initially released as a CD-ROM utilizing full motion video. With the tremendous advancements in gaming technology over the past 30 years, how are you leveraging the plethora of new tools and possibilities offered by virtual reality?
A: No, Volumetric Video is not exclusive to VR technology.
A: Not necessarily. It is developed with a focus on AR/VR applications. Additionally, there are also apps available for your smartphone. Essentially, the process involves recording a person in the center of a room, typically a green-screened room equipped with 360-degree cameras. The entire scene is captured as a mesh and texture for each frame. When played back, this results in a highly accurate 3D model that preserves the human performance. This model can then be utilized in various applications, including mobile platforms. I recall a demo for the new Blade Runner film that showcased this technology. It struck me as innovative and inspired us to leverage this tech to elevate the storytelling of 7th Guest to unprecedented levels.
Q: The 7th Guest is a well-known and influential game. How do you effectively balance preserving the game's legacy and original experience while also embracing the opportunities and innovations offered by VR technology?
A: Maintaining this balance is quite challenging, especially as a devoted fan of the original game. While there is an instinct to recreate it exactly as it was, doing so may not be the best approach, especially when adapting it for VR. Certain aspects need to be reassessed for this platform. For instance, some of the puzzles may not be as suitable in VR, as it would miss out on the captivating interactive elements unique to this technology. Additionally, over the past 30 years, people's expectations for puzzle designs have evolved. Many now desire puzzles that offer an escape room-like experience. Therefore, we strive to create puzzles and dimensions that align with the spirit of the original game while also incorporating new possibilities made possible by VR.
During that time, numerous technical limitations existed. They had to work with the earliest version of 3D Studio Max software available, which greatly restricted their abilities and possibilities. Although it was truly astonishing back then, it shouldn't be seen as a limitation. In fact, it should serve as a starting point for what this game can truly become. Therefore, the focus lies on enhancing the puzzles, improving the mansion's layout, and enhancing its overall appearance. While we maintain the essence of the original game, there are still many aspects that require further development.
Q: Could you discuss the process of reimagining The 7th Guest within a fully immersive 3D environment?
A:: The mansion itself holds a significant level of recognition. We strived to maintain the integrity of a few rooms as much as possible, as there are limitations to adding extras to certain types of rooms. Take, for example, the dining room, which features a lengthy table in the center, surrounded by chairs – a traditional setting. In order to capture the essence of the original, we aimed to perfectly capture the opening shot, the view up the staircase – an image that instantly triggers a sense of familiarity. However, for other rooms, we allowed ourselves more freedom to elevate their quality to meet modern standards. Additionally, we made some alterations to the mansion's layout, injecting a more dynamic atmosphere. Now, there are intriguing corners waiting to be explored.
The 7th Guest’s original version only loaded one room at a time, resulting in mismatched dimensions when compared next to each other in the files. The rooms within the mansion appeared much larger from the inside than what seemed possible from the corridor. As developers, our challenge was to create a realistic exterior representation of the mansion while also ensuring its interior could fit within a single space. Although there may be some differences, we hope players will appreciate the changes and identify the familiar features we have retained from the original game.
Regarding the absence of a combat system in The 7th Guest, what advantages and challenges does this design choice present?
A: It's important to note that the game falls under a distinct genre - a puzzle game, to be precise. As such, it appeals primarily to those who are not seeking combat-focused games. The game has a deliberate and slower tempo, allowing players to fully immerse themselves in the room's intricate details. Exploration is actively encouraged, as there are hidden items that can aid in puzzle-solving, although their discovery is not essential. This unique approach requires a different mindset when approaching the game. Rest assured, combat elements are not lacking entirely. Without divulging too much, there are a couple of puzzles that involve confrontations, introducing a touch of that spirit into the game.
Q: Considering the added freedom and control offered by VR compared to traditional gaming platforms, how do you manage the pacing and maintain tension in the game?
A: It's an excellent question because we offer multiple ways for players to move within the game. One option is locomotion, which allows for steady movement at a consistent speed throughout the mansion. This is the easiest to control in terms of pacing. However, we also need to provide teleportation for accessibility reasons, particularly to address motion sickness. Teleportation poses its own challenges as it involves players quickly jumping from one location to another, making it harder to pace or predict their movements. For example, someone could teleport up the stairs in just two seconds. Therefore, it is crucial for us to ensure that there is enough space for players to teleport without causing any interference, such as overlapping audio lines. Despite these challenges, I believe this variety of movement options actually enhances the overall gameplay experience. In a game like The 7th Guest, players want to fully immerse themselves in the atmosphere, take their time, and appreciate the small details.
Q: Did you collaborate with the original creators of the game during the development of this remake?
A: Absolutely! We've had the opportunity to converse with Rob Landeros, the IP holder and original game designer. It was truly an honor for me personally, as I am an avid fan of the game. Growing up with it, meeting one of the individuals responsible for its creation was incredibly thrilling. Fortunately, he has shown great enthusiasm for our project and has granted us the freedom to approach it in our own unique way, considering it has been three decades and a different medium. We keep him constantly updated and engage in regular discussions about the progress. It's truly exciting to witness his anticipation as our efforts materialize, which serves as a great source of motivation for our entire team.
Q: When it comes to VR game design, what is a distinct challenge that people may not typically consider? Or perhaps something that caught you by surprise?
A: Player movement was a significant aspect that we previously discussed. Teleportation holds immense power, particularly in combat-oriented games like Arizona Sunshine and After the Fall. It is crucial to prevent the player from becoming overly dominant, presenting an interesting challenge.
Additionally, the physical and immersive nature of VR is remarkable. Jump scares, for instance, can be absolutely terrifying, resulting in escalated intensity. During testing, we encountered an arachnophobic individual who hastily discarded her controllers and immediately exited the test when confronted with a puzzle involving spiders. Her emotional state transformed from complete calmness to extreme distress in an instant. This heightened sense of reality is coupled with physical exertion. Players often find themselves crouching, stretching, or extending their arms. While this adds to the enjoyment, it can also be quite intense. Consequently, we must ensure that these experiences do not exhaust the players by lasting too long.
You must also consider the different body shapes and heights of individuals. For instance, if you are interacting with something that is one meter tall and you have a person who is two meters tall, can they interact with it effectively? The same applies to someone who is shorter in height. If there is something essential but they cannot reach it, that becomes a significant issue, which is not present in the traditional console or PC experience.
Game Rant: Vertigo Games has garnered numerous awards and achieved great success with its groundbreaking titles. What do you attribute to the success of your studio?
A: Our success stems from the incredibly talented individuals who are dedicated to creating exceptional content. We strive to meticulously refine every aspect, from object interaction to weapon reloading and individual animations, ensuring a seamless and immersive experience. Whenever we develop a VR game, we question its appeal on a traditional screen. If it doesn't meet our standards, we consider it a failure. Our team goes the extra mile and takes on challenges to deliver the best possible player experience. We embrace a courageous mindset, which is essential when venturing into uncharted territories.
Q: What is meant by the term 'cowboy mentality'?
A: The cowboy mentality refers to the mindset of taking risks and being willing to invest resources without knowing for certain if it will yield immediate results, in order to explore new and innovative ways of doing things. In the field of game design, it is important to embrace an iterative process and not be overly cautious or risk-averse, as this is how growth and pushing the boundaries of what is possible occur, especially in emerging areas like virtual reality. For example, when it came to incorporating volumetric video into the game 7th Guest, it wasn't the obvious choice and there were uncertainties about its feasibility, cost, and compatibility. It would have been a safer choice to reject the idea, but our CEO supported our decision to try it out, and that is why we have achieved success.
Q: Gaming technology is constantly advancing, and VR is often at the forefront. What upcoming technology are you most eager to witness?
A: What excites me about the industry in general is the rapid pace of progress. What may currently appear as a challenge can become completely irrelevant within a year. In just two years, your headset can be equipped with a significantly more powerful chip while being half the weight and costing a fraction of the previous price. It's noteworthy that this is a relatively young industry, and advancements are being made by various companies across different domains. Take, for instance, Apple's recent unveiling of their headset; it remains uncertain how that will shape the field. There are frequent breakthroughs like this occurring all the time. Features like eye tracking and hand tracking, which seemed impossible years ago, have evolved into essential tools for game design. While I cannot predict the future of the industry, I am thrilled to be a part of it. It's akin to receiving new toys every month.
Q: In addition to VR development, Vertigo is also a publishing business. What do you look for when choosing VR games to fund and advertise?
A: If there's anything else you'd like to highlight or mention?
A: Our main goal is to honor the essence of the original game while giving it a fresh and innovative touch. Remaking something while reinventing it is quite challenging, but we bring a wealth of intriguing elements to the table. We strive to stay faithful to the game's original spirit as much as possible. Fans can expect a nostalgic experience, while those unfamiliar with the original will enjoy a completely new adventure. We welcome newcomers who require no prior knowledge - they can simply dive in and savor the experience. Ultimately, our mission is to ensure that people thoroughly enjoy our creation.
The 7th Guest VR is in development for PC (Steam), Quest 2, and Quest 3.