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GamingI'm /u/gribbly of Against Gravity. We make Rec Room, the popular social VR app for HTC Vive and Oculus Rift. AMA!

Feb 2nd 2017 by gribbly • 15 Questions • 89 Points

EDIT: Thanks everyone for your questions! I have to get back to my duties as ref, but make sure to watch Puppy Bowl XIII this Sunday, February 5 at 3 PM ET/12 PM PT on Animal Planet!

Hi everybody! I'm returning this year to be the official referee for The 13th edition of Animal Planet’s PUPPY BOWL premiering this Sunday, February 5 starting at 3 PM ET/12 PM PT. You can check out some the adorable stars competing in the big game here! In case you missed last year's AMA, here's a little bit about me: I had a relationship with ANIMAL PLANET before this - I was the host of a few one hour specials for the network. I'd also worked as a narrator for Discovery in the past. The guy who had the job before me moved on to another network, so there was an opening, I had to submit an audition tape after they approached me - so I went into dog parks in NYC and recorded myself officiating football games with random dogs (much to the consternation of the owners) and I also recorded some hijinx with my sister's dogs in their backyards. Anyways, it wound up being a fun tape, and I did a testimonial straight to camera about how this was my dream job, and it was my AMERICAN IDOL moment - and I got it!

My proof is here: https://twitter.com/Danschachner/status/827214318194262016

So here I am, ready to answer your questions about the world's cutest game. AMA!

Q:

Hello. I play this game basically every day. How can I contribute financially at this point? It almost feels like stealing to play the best VR experience each day for free.

A:

The refing in the Puppy Bowl seems to always be blind. I always see unnecessary cuteness fouls that are never flagged! What is your stance on this?


Q:

Jong Yi! You know how I'm going to answer this question right? =]

Biggest help people can be right now is to leave us a positive review... that helps other players find us, and more players = better social game.

If you must spend $, I encourage you to support a charity of your choice. Tell 'em coach sent ya.

A:

You have to pick your battles. I agree there is a plethora of cuteness at all times, but if I threw a flag down that often we'd never get the actual game going!


Q:

Hi there! I just got back into Rec Room last night for the first time in several months and I loved all the improvements you've made to the game. But one thing I immediately noticed was that there were tons of kids playing who were obviously under 13 years old. It's not the end of the world to play with them if they're actually trying to participate, but it has fundamentally changed what it's like to play rec room, and I personally don't feel that it's a positive change.

I saw all the posters in game saying you have to be at least 13, but besides those signs and the vote-kick feature, what if anything will you implement to prevent young children from using rec room? (Or to prevent parents from putting their young kids in rec room?) Thanks!

A:

Can you mail me a paw print from some of the puppies? I want their autographs


Q:

Step one was making sure more people understood that Rec Room is not for kids under 13. I think that's working since we added it to the splash screen, and added it to the Code of Conduct.

Something we're considering is adding a height check when you try to leave the Dorm Room (i.e., join other players). This would ask you to confirm that you're over 13 if you're below a certain height.

Obviously this would not be a hard lockout... you might be sitting down, or in a wheelchair, or simply a short person. Or your VR rig might be misconfigured and reporting a bad height to us.

But it would be an additional step that would thwart very young kids, and another opportunity for parents to see and understand that they are breaking the rules.

A:

Haha paw print autographs are a great idea! We will get some done next year !


Q:

As a 35 year old wheelchair user who loves Rec Room... I'm glad you said you wouldn't be locked out if you're below a certain height :)

A:

You heard it from me first! I expect to be one of the first to get one!! ;)


Q:

=]

How is Rec Room in general for a wheelchair user? Any other improvements we can make?

A:

Will do! Tweet me your info! @danschachner


Q:

Can you talk more about the new "Quest" mode? Are there any plans for PvP? How long is each campaign or quest? I can see myself losing hours in a game mode such as this. Do you forsee players devoting more than just 30 minute sessions to this game? When is your target for release?

A:

Has any of the players have gotten so upset with your ruling that they took a bite out of you?


Q:

First version should ship on Tuesday! Then we'll iterate on it based on feedback.

We are definitely designing for replayability. We hope players will enjoy playing it multiple times. We're shooting for a "run time" of 20-30 minutes.

One we we're doing this is making it hard. Quest is really designed to be played with a group of friends.

We're not 100% done with the mechanics, but currently it has "friendly fire" but not PvP.

A:

Yes Ginger in PBX used her teeth on my leg. She wound up stripping my sock off! We think she was upset about having to repeat 1st down but she to this day will not confirm that.


Q:

What's the future of the Paintball game look like? More maps, guns, game modes? RecRoom paintball is probably my favorite game in VR, so I'd love to see it grow! =]

A:

Did she get fined or just have her treat taken away?


Q:

We will definitely keep supporting it.

More maps = yes

More guns = yes

More game modes = yes

A:

No fines bc these pups don't have bank accounts (yet). So yeah, took away the treat.


Q:

Are you going to have common, uncommon, rare, legendary wearable items? 😀

A:

Are there any puppies on the DL that should be ready to play by the time the big game starts?


Q:

Our items actually do have a rarity right now, we just do a really bad job of surfacing it. Definitely planning to improve the unlock system and seems likely we'll do something like this.

This might be a good moment to mention that we are looking for a Systems Designer, in large part to help with designing systems like this!

https://www.againstgrav.com/jobs/

A:

We actually have a "backup" lineup that is ready when the Starting lineup is done. You can see them on Animalplanet.com: http://www.animalplanet.com/tv-shows/puppy-bowl/photos/puppy-bowl-xiii-back-up-pups/


Q:

What's in the future for Rec Room now?

New games?

Bowling?

A marketplace for hats?

Local Multiplayer Bowling?

In game advertising on those TVs?

Customizable paintball guns/paddleball paddles/bowling balls?

A:

I just wanna say you live the dream life and you are my idol. I'm wondering, what's the process that the puppies have to go through before going on the field?


Q:

New games

Yes for sure! In fact we have a big one coming next week...

Bowling

Maybe... no specific plans (I really want to do boxing first =]) but I could see this being a fun one

Marketplace for hats

Maybe! In the short term we're focused on just adding more and cooler avatar items to unlock.

Local Multiplayer Bowling

I am noticing a theme...

In game advertising on those TVs?

We will definitely put something on those TVs... probably not advertising, at least not any time soon.

Customizable paintball guns/paddleball paddles/

Yes, we want to do this (not sure when)

bowling balls?

ಠ_ಠ

EDIT: Bilal says "I think we can do a very good bowling game" so there's that

A:

We all huddle together for a quick locker room pep talk, or 'pup' talk as I call it. Then we hit the field!!

Seriously tho, once puppies arrive on set from our partner shelters / rescue centers, they are examined by a vet, then if healthy they goto a puppy playpen area in order to wait for their turn on the field!


Q:

Hi, thanks for the AMA! Do you have any plans for any sort of activities that can make use of the vive trackers, or do you plan to keep everything platform agnostic?

A:

I just wanna say you live the dream life and you are my idol. I'm wondering, what's the process that the puppies have to go through before going on the field?


Q:

Hmmm good question. Honestly we haven't put a lot of thought into it yet, and as you point out supporting cross platform is a priority for us.

But... never say never! Got any ideas?

A:

Can I have a treat now?


Q:

How will the 5 million dollar investment be repaid? In-game advertising? Profit sharing deals (like with Raw Data crossover ((I'm assuming)) did)?

A:

I noticed this year is Puppy Bowl 13. Are any of the players being overly superstitious?


Q:

Our plan is to secure a toehold in the social VR market, which we (and our investors) believe will be a big deal. When the market is big enough, we will start to monetize things like avatar items and other premium features (e.g., special events). Advertising could be part of the mix, but would need to be done in way that is not exploitative. I think VR make some pretty interesting new forms of advertising possible, actually!

tldr - We believe there's a good, honest, profitable business here that we're excited to be a leader in, but it will take time for the market to grow to the necessary size.

A:

Good question. So far no one has said anything. I think because 13 in dog years is actually 91.


Q:

l be a big deal. When the market is big enough, we will start to monetize things like avatar items and other premium features (e.g., special events). Advertising could be part of the mix, but would need to be done in way that is not exploitative. I think VR make some pretty interesting new forms of advertising possible, actually! tldr - We believe there's a good, honest, profitable business here that we're excited to be a leader in, but it will take time for the market to grow to the necessary size.

I fully agree with your plan to get a toehold. Here's a free idea for you to use: sell passive, in-game advertising (via unlockable skins, posters, optional "movie theater for trailers") for new VR games. You have a captive audience that are looking for new VR games all the time. Using your market share of VR users, you could help out "hidden gem" games, while making a small profit from advertising.

One thing I'd hate to see is forced, "IN YOUR FACE" pop-up video ads. I'm sure you're smart enough to know that already :P

A:

how come I can't get the puppy bowls on dvd?


Q:

One thing I'd hate to see is forced, "IN YOUR FACE" pop-up video ads. I'm sure you're smart enough to know that already :P

I don't know how smart we are, but we're with you on pop-up video ads. Ugh.


Q:

Are there any plans in the near future to add non-teleporting locomotion?

A:

Are the dog dog actors or like to be adopted pups?


Q:

No currently. Never say never, and we experiment and pay attention to what others are doing (shoutout to Onward and Climbey for their innovative locomotion!)

But the reality right now remains that most non-teleport options exclude a significant fraction of users because of discomfort issues. Including some people on our team. And supporting 2+ locomotion methods creates balance issues that we don't have bandwidth (or, honestly, desire) to address.

Lastly, we're finding that it's very possible to create fun experiences that are based around teleporting. We don't think we've fully explored that space yet.

So... don't hold your breath for non-teleporting locomotion. But we're not like religiously opposed to it or anything.

A:

Nope no actors in this crew. These are all adoptable puppies from shelters across the USA. We have 78 in total this year and they are all between 3-6 months of age and need loving homes!


Q:

Yep, same thing I did. It looked interesting, but I didn't give it much thought until I got to try it in a Microsoft store. I literally couldn't stop thinking about it for weeks. I got a computer and a Vive like 6 months later.

A:

What's your favorite dog breed?


Q:

/u/esoteric_plumbus gives good advice. I would definitely try it and see if it's for you.

A:

As PB Ref I have to remain FAIR and IMPARTIAL ... in other words, I can't show favoritism to one breed. That said I grew up with dachshunds in my family so have always had a soft spot for them...


Q:

What was the one stand out thing that surprised you during the 99 day development of RecRoom?

A:

Hi Dan! Big fan. I've watched the puppy bowl since it started, and I've been wondering: how long is each puppy typically on the field in real time? Has any puppy had to be benched before her time was up? Are there any behind-the-scenes stories about "benched" puppies?

Follow up question: Who's your favorite to win this year, and why is it Team Fluff?

Thanks!


Q:

Hmmm... first thing that springs to mind is the fidelity of the Vive controllers (which we worked with first). So buttery smooth.

We also were surprised by how fun the avatars turned out to be, even though the expressions, etc. are quite simple.

Another good one was the first time we did a remote session (I had friends at home, and we connected to people in the office). That was the first time we realized that your real world height translated directly in the game. Seems obvious in retrospect, but at the time we were like... oooh =]

A:

Great question. We break our puppy groups down by size usually. Big breeds like sheepdogs wouldn't mix too well with toy poodles on that tiny field! So each "group" of dogs - there are usually 4 - is probably on the field for 60-90 minutes tops. More than that and they get too tired / hungry / etc. As for benched puppies, yes there have been a few that were too rambunctious to stay on the field - it was a safety issue - so we had to pull them before they even starting filming. It stinks but we have to make sure the other dogs are safe.


Q:

Was just reading a question regarding "quest" mode... is there more information on this? I have never heard about it before...

A:

What are some of your memorable moments?


Q:

We haven't shipped it yet... first version is planned to ship next Tuesday.

More information?

OMG SNEAK PREVIEW!!!

http://i.imgur.com/obaPPPA.gifv

A:

Most memorable recently was meeting Drew Carey from the Price is Right who is HUGE fan and had us on the show to give away puppy themed prizes. That show airs tomorrow 11am EST on CBS!


Q:

I'm one of the negligent monsters that lets his under-13 kid play RecRoom. Do you have plans on creating an under-13 room that kids could select?

RecRoom has done wonders for my son's anxiety about talking to other kids. He has cried many times going to sleep because he has such fun with another kid in RecRoom and he doesn't think they will ever talk again. Making and loosing your best friend over a few games of paintball.

A:

Have there been any puppy brawls that have gotten out of hand? How do you deal with it if it does happen?


Q:

Sorry your son is upset about it :-(

But sorry to say no plans for a under-13s room. US Federal law makes it very difficult for us to support users under 13, as we don't have the resources to be compliant.

In the future, when the market is larger and Rec Room is more mature, we may revisit. But for the forseeable future Rec Room is for users 13 and up.

A:

They are rare, but if puppies really are brawling during our shoot we immediately have them separated, often taken off the field. There are a lot of people on hand, professionals who take safety very seriously (Humane Society reps, vets, etc) and they do NOT play around!


Q:

Rec Room was what sold me on VR and picking up a Vive, so great work!

Rec Rom is great and you update the game pretty regularly. What sorts of games/experiences do you want to add to it that you haven't been able to yet?

Would you be interested in creating a story driven game for VR? What would it look like? Do you see VR changing how people make games?

Thanks and Best Regards!

A:

Thanks, glad you're having fun!

Story-driven... interested yes! And in fact check back next Tuesday, we're planning to ship the first version of Quest, which is a co-op dungeon crawler inside of Rec Room!

Do you see VR changing how people make games?

Yes, for sure. Already you have to design differently for VR. E.g., the level of control over the camera is totally different from a screen game.

In terms of process, I think the experiments we're seeing with in-VR editing (Titl Brush, the Unity VR editing tools) are super interesting and I can see that getting more and more useful over time.


Q:

Have you ever read "ready player one" and do you have plans for massive easter egg hunts?

A:

I have read (and loved) Ready Player One!

I wouldn't say "plans", no, but I really like the idea of easter egg hunts.

Honestly a scavenger hunt inside of Rec Room would be really fun... hmmm....


Q:

Congrats on your funding!

  • What's the greatest unique challenge your team has regarding VR and its social interactions vs a more traditional game?

  • How do you provide such an awesome experience without seemingly any form of monetization currently?

  • What's the deal with those trophies in the locker room?

A:

Thanks!

What's the greatest unique challenge your team has regarding VR and its social interactions vs a more traditional game?

Hmmm... finding intuitive gestures and mapping them to meaningful actions is an ongoing challenge. E.g., the fist bump everyone seems to get! The handshake (to make friends) is a little clunkier. It can be hard to figure out "is our gesture detection bad, or do people not understand the gesture", etc.

For the handshake I think our gesture detection is bad! We gotta improve that.

How do you provide such an awesome experience without seemingly any form of monetization currently?

Let me quote a smart and attractive redditor who recently said:'

Congrats on your funding!

=]

What's the deal with those trophies in the locker room?

Heh. That's /u/nostalgicclouds. They are left over from a tournament we ran last year... we didn't want to delete them, so he hid them in the locker room. Maybe there's other easter eggs hidden in Rec Roomhe said mysteriously


Q:

Also, I'm curious is the long-term plan is for overall scope (tonnes of different games and activities) or if you guys have some finite number of experiences that you want to be able to offer highly polished versions of?

I guess my concern would be, if I was a total dodgeball junkie, that the dodgeball game i currently enjoy isn't gonna see many updates anymore because devs are busy with paintball/quest/cardtables/etc etc. Another way to ask the question: do you consider things like dodgeball or racketball to be mostly 'finished,' or do they all have their own roadmap?

A:

Good q. And honestly we're kind of figuring that out ourselves.

We definitely don't consider Dodgeball and Paddleball "finished", they are more like v1s. We plan to go back and improve, but we keep getting distracted by shiny objects (like Quest).

We'll get there!

As for how many activities... we'll definitely add more, not sure how many. We're going to increasingly experiment with unstructured stuff (like the cards in The Lounge), and can definitely see working with partners to add content to Rec Room down the road.


Q:
  • What does the design process look like when creating new features and interactions for Rec Room?

  • How do you determine whether a new feature/interaction for Rec Room is a success?

  • What are some ideas that did not work out and never made it to Rec Room?

  • What are some surprising challenges your team have encountered?

  • What do you imagine Social AR/MR to be like?

A:

What does the design process look like when creating new features and interactions for Rec Room?

Controlled chaos =]

Seriously, we have a couple of principles we use:

  1. Start with goals. We always have very clear, measurable goals for a feature.
  2. When it doubt, build it. We don't like talking about stuff. If we're ever unsure, we try to build a very quick prototype. This tends to clarify the situation much faster. You can argue endlessly about stuff, but a prototype tends to settle the matter.
  3. Don't sweat formats. Our "design docs" range from quite lengthy/formal Google Docs, to photographs of whiteboards, to casual conversations. We consider shared goals to be much more important.

How do you determine whether a new feature/interaction for Rec Room is a success?

Good question. We take analytics pretty seriously, and we generally have a key metric in mind when shipping a new feature.

What are some ideas that did not work out and never made it to Rec Room?

Hmmm... we made a horseshoes activity that kind of sucked, and we didn't ship it. We experimented with Go Karts... that was actually awesome and we may yet ship it!

We press pause on a lot of stuff, as opposed to saying "never made it" =]

What are some surprising challenges your team have encountered?

Network latency with a global audience. We have more players from more countries than we anticipated, and we still haven't worked out a great server layout.

Also, notifications are way harder in VR than you would think!

What do you imagine Social AR/MR to be like?

The Lounge is a bit of a preview of our thinking here. Compare the way 3D Charades works there (you just get the tools and it's up to you to use them) vs. the actual 3D Charades activity.


Q:

Also, notifications are way harder in VR than you would think!

Attaching this sort of functionality to a virtual wristwatch was a stroke of genius. The watch is easily my favorite UI in any VR game to date.

One thing that comes up frequently in games is a newbie asks "how do I leave the game?" and answering "look at your wristwatch" is all the instruction it requires. That's no small feat :)

A:

Heh, that's good to hear. When we look at the watch all we see are the problems with it. We definitely want to move from a laser pointer interaction to a "tap" style interaction. Something like (bad concept art alert):

http://imgur.com/8wnaBve


Q:

that looks great! would really improve quality of life in recroom, not a fan of the laser pointers myself (the angle feels off, and not relatable to other systems in the game)

A:

Totally agree. It causes me emotional agony every time I use it =]

But that's one price of our philosophy of ship early/ship often... sometimes you gotta live with suboptimal stuff for a while. On the plus side we get stuff out quick and learn from the community!


Q:

I love Frisbee Golf. Any plans for more courses?

A:

Yes!

We have one in the works. Not 100% sure when it will ship but "soon"


Q:

I played Altspace VR before ever installing Rec Room and didn't really like it. So when I saw your game arrive on steam I wrote it off as just another lame social game and unfortunately didn't give it a chance.

Once I watched the giant bomb VRodeo with Rec room in it, I installed it that night and my wife and I still have a blast playing it to this day. Did you notice a large surge of players join around that time?

I'm always happy to see you guys put out new content and I oddly felt like I'm rooting for you guys to break big so congrats on your funding and I can't wait to see where you all take this.

A:

Yeah, we did notice a "Giant Bomb" effect... that video was super fun.

Thx for the kind words, and glad you're having fun!


Q:

Can I followup with one more? What are some of your personal favorite VR games at the moment?

A:

Hmmm, sadly I don't get a lot of time to play stuff other than Rec Room, but that said...

I remain a big fan of Space Pirate Trainer. That game is rad and was one of my first faves on the Vive.

Climbey is really cool, I love the design of it although I haven't put a lot of time into it. But I really dig the sandbox nature of it.

The Climb on Oculus is really cool.

Love Tilt Brush. Really enjoyed Accounting, that was fun.

Like everyone I am very eager for Budget Cuts!

I haven't played Superhot in VR yet, but I played the non-VR version and thought it was really cool. So I'm looking forward to trying that.


Q:

Do you have any goals in the vein of supporting esports (actively)?

A:

It's not a super high priority for us... we think of ourselves as social first, competitive second.

We're not opposed to it by any means, but it's not our primary goal.


Q:

I personally love this game, however there are times where people ruin the fun. Unlike other online games where I've experienced verbal abuse, there is something about VR that feels like it's violating my personal space. Outside of ghost mode, what steps are you taking to help limit/eliminate the harassment within the game?

A:

Yeah, humans gonna human :-/

This is a big focus for us. I talk a bit about how we think of this here (not sure if you've seen this):

https://www.againstgrav.com/blog/2016/12/17/social-vr-a-double-edged-sword

Specifically I would say we think our moderation tools aren't good enough.

Mute/ignore/report/kick is there, but it requires digging through confusing menus and is hard in the heat of the moment. We are currently prototyping some (hopefully) innovative UI to make this much easier.

Ghost mode is only partially effective. Honestly I think the "ghost" framing is making things more confusing. We are likely to try a more passive system that automatically fades things as they get close. You'll be able to disable it if you like.

Lastly, we are gathering data on vote kicks and reports. We've taken action based on vote kick and report data, but it's been largely case-by-case so far. Over time we see this becoming more systemic, but we are moving somewhat slowly as there's the potential for some people abuse these systems.


Q:

I have another question. Will there be a level cap increase? I found that when I was working up to 20, I made it a daily habit to sign in and complete the challenges. After reaching 20, I sort of started ignoring the challenges.

A:

Yes, we are monitoring the levels... once we get enough people at level 20 we will increase the cap.


Q:

Actually, a more serious question: is there any chance you guys could do a postmortem on the lessons you guys learned while building the game? Seriously, I play Rec Room VR almost every day (username: Dedual) and personally it's inspired me to keep working on VR projects. Thanks!

A:

A couple of our artists are doing a panel at GDC this year. I should have done a design one I guess but I can never get my act together in time :-/

Yeah we should do this. What kinds of topics would you be most interested in?


Q:

What's the story with the Handibot troll thing?

https://www.youtube.com/watch?v=vZ-Md56jK9Y

A:

We actually wrote a blog post about this:

https://www.againstgrav.com/blog/2016/12/17/social-vr-a-double-edged-sword

tldr - Handibot delights some people, creeps others out!

Moderation tools and ensuring that Rec Room is a welcoming environment for all kinds of people is very important to us. And this incident drove some updates to those tools and systems.

That said, our moderation tool are still pretty bad and we plan to keep iterating on them a lot.


Q:

Customization is easily one of the most enjoyable parts about Rec Room as you already know.

My question is - do you plan on adding more customization features down the road such as "camos/textures” for paintball guns, shields, hats, clothes and etc? I'd love to show off my golden sniper for getting x amount of headshots :P

Also, when can we get some more info on the RPG/Party/Questing game that I've heard about? That sounds extremely fun and I, and many others, think that a game like that would be a huge step forward! :D

A:

Yes, definitely plan to go down the "more customization" road, including items like paintball guns, disc golf discs, etc.

Quest... well we're planning to ship the first version of it next week. Here's some super secret insider info: It's really fun =]


Q:

Do you think VR game devs will start hiring motion analysts to be a part of the everyday design and feedback process alongside artists and programmers?

A:

You mean like analysts of human movement? Like sports kinesiologists?

Possibly... we haven't really talked about that but given the much more active style of VR input, it makes some sense.


Q:

Yeah like that! Except it could be more than just kinesiologisty since there are so many brand new motor skills to learn in VR as well. Motor learning and control could fit perfectly into game design. Did you bump into questions like this when designing all the motions for the different Rec Room sports?

A:

Yeah it's definitely an issue that comes up... E.g., one of the reasons we made the watch menu detachable is because of fatigue issues and the somewhat awkward pose of holding your arm up.

(Also so it's usable with one hand)


Q:

Rec Room is easily the most fun and polished release for the Vive, period. I really hope to see more expansion in the future!!

How long/far do you plan on developing Rec Room before moving onto something else? Do you have an end goal? There always seem to be people playing, so more content would really put this game over the top!

A:

Wow thanks!

We are just getting started with Rec Room. We plan to keep expanding on it for as long people are excited to play!


Q:

Are there any examples of wabi-sabi in the game?

A:

heh... well we have a lot of bugs. So I'm going to claim that is an example of "the perfection of imperfection" =]


Q:

What was the motivation for doing the Raw Data crossover week?

Was it:

-a mutually beneficial advertising event? (no monetary gains)

-a purchased advertising event? (they paid you for it)

-a friendly gesture done as a fan? (free because you like the game)

or

-a way to help a friend/co-worker?

A:

Mainly the first one - mutually beneficial promotion. It exposed Raw Data players to Rec Room, and vice versa.

Survios (who make Raw Data) have done the same thing with some other games (e.g., Space Pirate Trainer).

I think it's a great idea, and we're hoping to do it again!


Q:

Why does it seem like I can never get high fiving to work? A lot of the time our hands just go through each other.

A:

Yeah it can be finicky. We just need to make it better!

It could be exacerbated by latency... if you've got really high ping, your idea of where the other person's hand is might be out of date!

But really I think we just need to tweak it to make it easier.


Q:

Any plans on a basketball game mode? I think a simple HORSE game mode could be a ton of fun.

A:

Not planning a separate mode, but we are planning to make improvements to the basketball equipment in the locker room (e.g., adding two so you can play actual basketball).


Q:

Any chance you'll open up the game to modding?

A:

Hmmm, maybe. One challenge is we want to remain cross-platform, and modding can make that more challenging.

We are definitely exploring ways to open Rec Room up so not all content has to be made by us, but I think we're likely to go the route of partnering up with other developers first, before creating UGC tools.

That said, we're pretty open-minded about this stuff =]


Q:

Hey, long time listener 1st time caller. Any plans for allowing Steam users to play Rec Room on their Oculus Rift? I.e. an Oculus Rift mode on launch?

A:

That already works! SteamVR supports the Rift, and we have support for Touch controllers under SteamVR built into the game (i.e., it'll use the right button mappings, etc.)

We have noticed the feel of throwing isn't quite right when playing this way, which is something we're trying to figure out how to fix.