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Gamexplore > My Bookmarks > VR News > VR Design Unpacked: The Secret to Beat Saber’s Fun Isn’t What You Think
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VR Design Unpacked: The Secret to Beat Saber’s Fun Isn’t What You Think

May 1, 2025 9 Min Read
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9 Min Read
VR Design Unpacked: The Secret to Beat Saber’s Fun Isn’t What You Think
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Table of Contents

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  • Extra Than Music
  • Instructed Movement
    • Proceed on Web page 2: Movement = Emotion

Our collection Inside XR Design highlights and unpacks examples of nice XR design. At present we’re taking a look at Beat Saber (2019) and why its most important design factor can be utilized to make nice VR video games that don’t have anything to do with music or rhythm.

Editor’s Observe: It’s laborious to imagine that Beat Saber was first launched in Early Entry seven years in the past right now. From day one it was clear that the sport was one thing particular, besides we will’t declare to have predicted it might develop into one in all VR’s best-selling video games of all time—a title it nonetheless holds all these years later. In celebration of the sport’s lasting legacy we’re re-publishing our episode of Inside XR Design which explores Beat Saber’s key contribution to immersive design, and the way it may be utilized to VR video games which don’t have anything to do with music.

You will discover the entire video under, or proceed studying for an tailored textual content model.

Extra Than Music

Welcome again to a different episode of Inside XR Design. Now pay attention, I’m going to say one thing that doesn’t appear to make any sense in any respect. However by the top of this text, I assure you’ll perceive precisely what I’m speaking about.

Beat Saber… is not a rhythm recreation.

Now simply wait a second earlier than you name me insane.

Beat Saber has music, and it has rhythm, sure. However the defining attribute of a rhythm recreation shouldn’t be simply music, but additionally a scoring system that’s primarily based on timing. The higher your timing, the upper your rating.

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Now right here’s the half most individuals don’t really notice. Beat Saber doesn’t have any timing element to its scoring system.

That’s proper. You possibly can attain ahead and chop a block proper because it comes into vary. Or you can hit it on the final second earlier than it goes fully behind you, and in each circumstances you might earn the identical variety of factors.

So if Beat Saber scoring isn’t about timing, then how does it work? The scoring system is definitely primarily based on movement. The truth is, it’s really designed to make you progress in particular methods if you would like the best rating.

The important thing scoring components are how broad your swing is and the way even your lower is thru the middle of the block. So Beat Saber throws these cubes at you and challenges you to swing broadly and exactly.

And whereas Beat Saber has music that sure helps you already know when to maneuver, greater than a rhythm recreation… it’s a movement recreation.

Particularly, Beat Saber is constructed round a VR design idea that I wish to name ‘Instructed Movement’, which is when a recreation asks you to maneuver your physique in particular methods.

And I’m going to make the case that Instructed Movement is a design idea that may be fully separated from video games with music. That’s to say: the factor that makes Beat Saber so enjoyable can be utilized to design nice VR video games which have nothing to do with music or rhythm.

Instructed Movement

Okay so to grasp how you need to use Instructed Movement in a recreation that’s not music-based let’s check out Till You Fall (2020) from developer Schell Video games. This isn’t remotely a rhythm recreation—though it has an superior soundtrack—but it surely makes use of the identical Instruction Movement idea that makes Beat Saber a lot enjoyable.

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Whereas many VR fight video games use physics-based methods that enable gamers to strategy fight with arbitrary motions, Till You Fall is constructed from the bottom up with a notion of how it needs gamers to maneuver.

And earlier than you say that physics-based VR fight is objectively the higher selection in all circumstances, I need you to think about what Beat Saber could be like if gamers might lower blocks in any path they wished always.

Positive, you’d nonetheless be chopping blocks to music, and but, it might be considerably more durable to search out the enjoyable and movement that makes the sport really feel so nice. Beat Saber makes use of intentional patterns that trigger gamers to maneuver in methods which might be fluid and gratifying. With out the arrows, participant actions could be chaotic they usually’d be flailing randomly.

So identical to Beat Saber advantages by guiding a participant to make motions which might be significantly satisfying, fight in VR can profit too. Within the case of Till You Fall, the sport makes use of Instructed Movement not solely to make gamers transfer a sure manner, but additionally to make them really feel a sure manner.

With regards to blocking, gamers really feel susceptible as a result of they’re compelled right into a defensive place. Not like a physics-based fight recreation the place you may at all times resolve when to hit again, enemies in Till You Fall have particular assault phases, and the participant should block whereas it occurs, in any other case you threat taking successful and shedding one in all simply three hit factors.

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Due to this strategy, the sport can regulate the depth the participant feels by various the quantity, place, and pace of blocks that have to be made. Weak enemies may hit slowly and with out a lot variation of their assaults. Whereas robust enemies will ship a flurry of assaults that make the participant actually really feel like they’re underneath stress.

This provides the developer very exact management over the depth, problem, and feeling of every encounter. And it’s that management that makes Instructed Movement such a useful gizmo.

Dodging is just like blocking, however as an alternative of elevating your weapon to the indicated place, you might want to transfer your complete physique out of the best way. And this feels fully completely different from simply blocking.

Whereas some VR fight video games would let the participant ‘dodge’ simply by shifting their thumbstick to slip out of the best way, Till You Fall makes use of Instructed Movement to make the act of dodging rather more bodily partaking.

And in the case of attacking, gamers can squeeze in hits wherever they’ll till an enemy’s defend is damaged, which then opens a chance to deal a bunch of injury.

And whereas one other VR recreation might need simply left this opening for gamers to hit the enemy as many occasions as they’ll, Till You Fall makes use of Instruced Movement to ask gamers to swing in particular methods.

Swinging in vast arcs and alongside explicit angles offers essentially the most harm and makes you progress in a manner that feels actually highly effective and assured. It’s like the alternative feeling of if you’re underneath assault. It actually feels nice if you land all of the combo hits.

Proceed on Web page 2: Movement = Emotion

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