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A Taxonomy of Inventory Systems for Virtual Reality Games


Core Concepts
The author explores the challenges and design choices involved in implementing inventory systems in virtual reality games, aiming to provide a structural taxonomy for developers.
Abstract

The content delves into the importance of inventories in VR games, highlighting the challenges faced by developers. It analyzes existing VR games with inventories, categorizes game-related and user-related requirements, and proposes a structural taxonomy for designing inventory systems. The article concludes by presenting three prototype designs for different use cases.

The analysis covers various aspects of inventory systems in virtual reality games, including item representation, arrangement, interactions, game-related requirements, and user-related requirements. Developers are encouraged to consider these factors when designing inventory systems for immersive gameplay experiences.

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Stats
"18 examined VR games featuring inventories." "143 games reviewed to identify those with inventories." "12 experienced VR game developers recruited for interviews."
Quotes
"Inventories should be placed within the virtual world and must not appear as an artificial overlay." "Designing storage systems for VR is by no means a trivial task." "Players like to interact with the environment and feel in control over their actions."

Key Insights Distilled From

by Seba... at arxiv.org 03-08-2024

https://arxiv.org/pdf/2107.08434.pdf
"I Packed My Bag and in It I Put..."

Deeper Inquiries

How do considerations of game-related requirements impact specific design decisions in VR inventory systems?

Considerations of game-related requirements play a crucial role in shaping the design decisions for VR inventory systems. For instance, the type and diversity of stored items determine the layout and structure of the inventory. In games where players need quick access to tools or goods, a carry inventory with few accessible items may be more suitable. On the other hand, games focusing on loot collection might require a more complex storage system to manage numerous similar items effectively. Moreover, the purpose of the inventory influences its design elements. Fast-paced action games may prioritize efficiency and speed in item retrieval, leading to a simple layout with minimal visual clutter. In contrast, RPGs that involve limited storage spaces can benefit from inventories that offer strategic decision-making regarding what to carry. Additionally, target platforms like tracked controllers or proxy objects dictate the available capabilities for interactions within the virtual environment. Designers must align these technical aspects with user experience goals to create an immersive and intuitive interface tailored to each game's unique requirements.

What are the potential drawbacks of using abstract 2D interfaces in VR inventories despite their simplicity?

While abstract 2D interfaces offer simplicity and familiarity due to prior user experiences with similar designs from non-VR environments, they come with several potential drawbacks when used in VR inventories: Immersion Breakage: Abstract 2D interfaces can disrupt immersion by creating a disconnect between the virtual world and real-world interactions. Players may feel detached from their surroundings when interacting with flat menus instead of integrated 3D elements. Limited Spatial Awareness: In VR environments where spatial awareness is crucial for gameplay, 2D interfaces fail to leverage depth perception effectively. This limitation can hinder players' ability to locate items quickly or understand their relative positions within the inventory space. Visual Clutter: Due to restricted screen space in VR headsets, displaying too many items or excessive meta-information on a flat interface can lead to visual cluttering. This overload of information may overwhelm users and impede efficient navigation through stored items. Reduced Interactivity: Abstract 2D interfaces often lack natural interaction methods found in immersive VR environments such as physical grabbing or gestural controls. This limitation diminishes player engagement by limiting tactile feedback and dynamic manipulation possibilities.

How can innovative interactions like physical grabbing enhance player engagement beyond traditional button clicks?

Innovative interactions like physical grabbing introduce new dimensions of player engagement by offering more immersive and intuitive ways for users to interact with virtual objects: 1. Enhanced Realism: Physical grabbing simulates real-world actions by allowing players to reach out physically into virtual space and manipulate objects as they would in reality. 2. Tactile Feedback: By enabling players to physically grasp objects using tracked controllers or hand gestures, haptic feedback enhances immersion through tactile sensations that mimic object weight, texture, and resistance. 3. Increased Agency: Physical grabbing provides users with greater agency over their actions within the virtual environment compared to traditional button clicks or menu selections. 4. Intuitive Controls: The naturalness of physical grabbing reduces cognitive load associated with learning complex control schemes while promoting instinctive interactions based on human motor skills. 5. Dynamic Interaction Possibilities: Beyond static button clicks, physical grabbing opens up dynamic interaction possibilities such as throwing objects realistically or arranging them spatially according to personal preference. 6.Player Empowerment: Offering players direct control over object manipulation fosters a sense of empowerment and ownership within the virtual world while encouraging experimentation and creativity during gameplay sessions.
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