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Pass The Controller > 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 8 Min Read
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VR Design Unpacked: The Secret to Beat Saber’s Fun Isn’t What You Think

Table of Contents

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  • More than music
  • Instructed movement
    • Go to page 2: Motion = Emotion

The series within the XR design develops with emphasis on examples of excellent XR designs. Today we’re watching Beat Saber (2019) And why can you use that most important design element to create a great VR game with nothing to do with music or rhythm.

Editor’s Note: It’s hard to believe Defeat Saber It was first released with early access seven years ago. From day one, it was clear that the game was something special, but even so, we couldn’t predict it would become one of the bestselling games in VR. In celebration of the game’s lasting legacy, it reissues an episode of Inside XR Design, which explores the secrets that beat Saber’s fun, and how it can be applied to VR games that are not related to music.

Find the complete video below or continue reading the adopted text version.

https://www.youtube.com/watch?v=eooeo7s9ehw

More than music

Welcome to another episode of Inside XR Design. Listen, I’m going to say something that doesn’t seem to make any sense at all. But I guarantee that by the end of this article I understand exactly what I’m talking about.

Defeat Saber… teeth do not have Rhythm game.

Wait a second before you call me mad.

Defeat Saber There’s music and rhythm. However, the crucial feature of rhythm games is not that just It’s not just music, but also a scoring system based on it. timing. The better the timing, the higher the score.

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This is the part that most people don’t actually notice. Beat Saber does not have the timing component of the scoring system.

That’s right. You can cut it up as soon as you reach the front and the block is in range. or You can hit it in the last moment before it goes completely behind you, and in either case you I did it Earn the same number of points.

that’s why Defeat Saber Scoring isn’t about timing, but how does it work? The scoring system is based on reality motion. In fact, it’s actually designed Move it in a specific way If you want the highest score.

The main scoring factor is how wide the swing is, and even the cut passes through the center of the block. So Defeat Saber Throw these cubes at you and challenge you to swing Roughly and Accurately.

And in the meantime I know the beatR has music that helps you know when to move, more than rhythm games… Motion Game.

Specifically, Beat Saber is built around a VR design concept that I like to call “instructed movements.”

And I’m going to argue that it’s a design concept that allows for directed movement. Completely separate from the game with music. That is, what makes Beat Saber so much fun can be used to design great VR games It has nothing to do with music or rhythm.

Instructed movement

Now, to understand how to use directed movements in non-music-based games Until you fall (2020) From the developer shell game. This isn’t a rhythm game remotely, but it has a great soundtrack, but uses the same concept of instructional motion. Defeat Saber It’s very fun.

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Many VR combat games use physics-based systems that allow players to approach combat with any movement, Until you fall It is built from scratch with the concept of how I want the player to move.

And before you say that physical-based VR combat is Objectively A better choice in all cases, I want you to think about what Defeat Saber It’s like being able to cut blocks in any direction the player has always wanted.

Certainly you’re still cutting blocks into the music, but even so fun and flow It makes the game feel so good. Defeat Saber Use intentional patterns that allow players to move in a fluid and fun way. Without the arrows, the player’s movements are confusing and randomly burning.

I really like it Defeat Saber It also benefits from guiding players to make particularly satisfying moves, as well as combat in VR. in the case of Until you fallthe game uses the indicated motions to not only move the player in a specific way, but also make them. feel A specific way.

When it comes to blocking, players are vulnerable as they are forced into defensive positions. Unlike physics-based combat games where you can always decide when you’re coming back, the enemy is Until you fall Having a particular attack phase requires players to block while they are occurring. Otherwise you risk hitting and losing one of three hit points.

Thanks to this approach, the game can adjust the intensity that players feel by changing the number of blocks, position and speed that they need to create. Weak enemies can slowly reduce the variability in their attacks. Strong enemies send a surge in attacks that make the player feel under pressure.

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This allows developers to control the intensity, challenges and emotions of each encounter very accurately. And that’s it control This makes the directed movement such a useful tool.

Evasion is similar to blocking, but instead of raising the weapon to a designated position, you need to move your whole body out of the way. And I feel this is completely different from just blocking.

Some VR combat games allow you to “dodge” the player simply by moving your thumb and not getting in the way. Until you fall Use the directed movements to make evacuation much more physically appealing.

And when it comes to attacks, the player can squeeze hits anywhere until the enemy’s shield breaks, which opens up opportunities to deal a lot of damage.

And while another VR game may just leave this opening to attack enemies as much as possible, Until you fall Use installation motion to ask players to swing in a specific way.

Swinging along wide arcs and certain angles will cause the most damage and move in a way that feels truly powerful and confident. It’s like the opposite feeling when you’re under attack. Landing all the combo hits really feels good.

Go to page 2: Motion = Emotion

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