One of the most popular features in VR’s biggest hits is being expanded with a previously tested stage creation mode that will become a permanent part of the game. Minecraft’s ‘Creative Mode’ allows friends to build and collaborate on projects together, before engaging with their shared constructions. In a recent development, the pioneering studio behind the highly anticipated social virtual reality experience has secured a significant investment of $2.6 million. As each development underscores, user-generated content (UGC) has become a pivotal foundation for successful social VR games.
Social VR video games such as AltSpaceVR, Rec Room, Facebook Spaces, and VRChat have collectively gained significant momentum in popularity. They all rely on a common foundation: user-created content. Associates who construct collaboratively, seem to maintain a collective momentum.
While From the Skin, indie VR hit may appear at first glance to be an effortless multiplayer game rather than a sophisticated social VR platform. However, the title’s seamless multiplayer framework – allowing players to freely roam between foyers – and free-form rules have turned it into an equal blend of haunt, playground, and genuine game.
With the introduction of the ‘Monke Blocks’ feature as an eternal mode, the platform takes another bold stride towards social VR, empowering players to design and immerse themselves within their uniquely crafted virtual worlds.
In a unique block-based game mode, players seamlessly collaborate by snapping items together to create new worlds, subsequently shrinking their avatars to navigate and explore these miniature realms with ease, much like they would in a traditional round of . While some gamers focus on building block by block, others can be miniaturized to explore a vast, ongoing construction simultaneously.
Gamers can purchase additional blocks, enhancing the appearance and feel of their creations, with Shiny Rocks, a premium currency. The initial collection can boast medieval-inspired artifacts, available for 6,000 Saudi Riyals (approximately thirty US dollars).
The concept of “build and play” arrangements, known as user-generated content (UGC), has become a vital cornerstone of successful social virtual reality (VR) video games, both legacy and modern.
By developing another world, the creative force behind One other Axion, aims to replicate this experience, providing players with a massive sandbox environment where they can freely roam and choose their own adventure. As studios progress, gamers can anticipate creating their unique mini-games and rules within.
We previously revealed that our user-generated content (UGC)-centric platform had surpassed 360,000 monthly active users by the end of the year. Squido Studio, developer of popular user-generated content game Squid Game, recently secured a $3 million seed funding from Triptyq Capital. Joining forces were Grishin Robotics, FJ Labs, Hartmann Capital, Fairway Capital, Earthling VC, and the Canada Media Fund (CMF), as reported by .
Launched in April 2024, just a year ago. Despite this, its user-generated content-centric design has already garnered 100,000 unique players, backed by over 10,600 player reviews, boasting a remarkable average rating of 4.8 out of 5 stars – a rare achievement among games on the Quest platform. Currently situated in Early Entry mode, this product has the potential to rapidly escalate its growth trajectory once it achieves its full-scale launch.
While User-Generated Content (UGC) serves as the defining characteristic across highly lucrative social VR video games, a distinct dichotomy emerges when examining player movement – between traditional methods employed by older titles and innovative approaches seen in newer releases.
The distinction lies in the transition from traditional thumbstick or teleport locomotion used by earlier platforms like , , and, to more recent innovations exemplified by , and, which heavily incorporate arm-based locomotion pioneered by. This shift serves as a dividing line between old-school and new-school social VR video games.
In terms of locomotion methodology, a distinct divide is seemingly mirrored by demographic disparities. The newly launched school, featuring an innovative arm-based locomotion system, appears to attract a significantly larger proportion of Generation Z students compared to millennials and older generations.