Sure, here’s a reimagined version of the article:
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Hey, welcome back to another one of those Inside XR Design trips. This time, we’re diving into Beat Saber. You know, that game that’s like everywhere. Weird thing is, people always call it a rhythm game. Spoiler: it’s not. Stick with me.
Okay, so Beat Saber, yeah it’s got tunes and all, but guess what? Timing ain’t what gets you points. Hear me out—timing schiming, right? You can swing early, swing late, doesn’t matter. Points are all about how you swing and cut through those neon blocks. Seriously, swing wide and aim for dead center if you wanna score big. It’s more about motion than music. Wild, right?
So, there’s this concept I was mulling over—Instructed Motion. Fancy way to say “the game tells you how to move.” And here’s the kicker: You don’t need beats to make it a thing. Like until You Fall, another game—no rhythm, but it nails the same idea.
Think about it: most VR games let you go all spaghetti arms with your moves. But then what? You kind of end up just waving around, hoping it looks cool. But Instructed Motion? That’s where you really feel part of the action.
Take Until You Fall. Combat’s all about structured moves, not just wild flails. Blocking and dodging get real intense. Can’t just thumbstick-slide outta danger; you’ve gotta physically lean and dodge. It’s a whole body experience, who would’ve thought?
And when you attack? The game wants you to swing like you mean it. Big arcs, sharp angles—suddenly, you’re the boss of your own action movie. It’s legit empowering.
Anyway, where was I? Right, motion makes emotion in VR. Beat Saber taught us that, even if it’s by accident. So next time you play, don’t just listen—feel how you move. That’s the real magic here.
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