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Rec Room is a virtual reality, online video game with an integrated game creation system developed and published by Rec Room Inc. (formerly known as Against Gravity Corp) playable on Microsoft Windows, Xbox One, Xbox Series X/S, PlayStation 4/5, Oculus Quest 1/2, Apple Devices, and Android 7.1 and up. It was released for Microsoft Windows in June 2016, PlayStation 4 (with PSVR support) in November 2017,[1] Oculus Quest in May 2019,[2] iOS in November 2019, Oculus Quest 2 in October 2020, Xbox One, and Xbox Series X/S in December 2020, Android in August 2021, and PlayStation 5 in December 2021.

Rec Room
Developer(s)Rec Room Inc.
Publisher(s)Rec Room Inc.
Composer(s)Cameron Brown, VotaVader, John Bevis, Slide20XX
EngineUnity
Platform(s)Microsoft Windows, PlayStation VR, PlayStation 4, PlayStation 5, Oculus Quest, Oculus Quest 2,Pico 4, Apple Devices, Xbox One, Xbox Series X/S, Android
Release
  • Microsoft Windows
  • June 1, 2016
  • PlayStation 4
  • November 21, 2017
  • Oculus Quest
  • May 21, 2019
  • Apple Devices
  • November 25, 2019
  • Oculus Quest 2
  • October 13, 2020
  • Xbox One / Xbox Series X/S
  • December 3, 2020
  • Android
  • August 5, 2021
  • Full Release
  • September 2, 2021
  • PlayStation 5
  • December 9, 2021
Genre(s)Game creation system, massively multiplayer online
Mode(s)Singleplayer, Multiplayer

Gameplay


A hub room (called the “Rec Center”) vaguely resembles the lobby of a YMCA or other recreational centers (thus earning the game's title of Rec Room) with doors that lead to various games called Rec Room Originals or RROs and featured user-generated rooms.

The game can optionally be played on a virtual reality headset, specifically using SteamVR, Oculus, or PlayStation VR. In virtual reality mode, the game uses full 3D motion via the motion capture system of a virtual reality headset and two hand-held motion controllers, which are required to pick up and handle objects in the game world, including balls, weapons, construction tools, and other objects. Players can explore the space around them within the confines of their physical floor-space while roaming further by using the controller buttons to teleport a short distance, with minimal or no virtual reality sickness. A “walking” mode enables players to move continuously rather than teleporting; however, this poses a higher risk of motion sickness.[3]

When creating rooms, players can use the Maker Pen, a tool resembling a hot glue gun, that can be used to draw shapes in 3D. Players can also code in Circuits, which is Rec Room's programming language.


Game modes


Rec Room consists of separate built-in multiplayer games, which are known as “Rec Room Originals”. The game includes first-person shooters, a Battle Royale game, cooperative action-adventure games, a Pictionary-like game, and various sports games. Rec Room also provides in-game tools for user-generated content,[4] which led to the creation of many user-generated experiences.[5]

Also in Rec Room Creators can pay for a monthly subscription called Rec Room Plus. This monthly subscription lets them do many things. They can even sell their own user-generated content. They sell this content for in-game currency. This currency then can be transferred to money in real life. This lets in-game creators get paid with real money.


Music


Most of the music found in the game's "Rec Room Originals" is made by Cameron Brown, popularly known as Gribbly in-game, with a few exceptions being VotaVader, John Bevis, Slide20XX.[6]


Development


Seattle-based development studio Rec Room Inc (formerly Against Gravity Corp) was co-founded in April 2016 by Nick Fajt, Cameron Brown, Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis.[7] Prior to that, CEO Nick Fajt worked as a program manager on the HoloLens team at Microsoft. Dan Kroymann worked on the same team after working on the Xbox team. Rec Room Inc.′s CCO Cameron Brown also worked at Microsoft as HoloLens Creative Director.

In 2016 and early 2017, the company raised $5 million in funding for the development of Rec Room and its player community. According to CEO Nick Fajt, the company will keep Rec Room free to download.[8]

In 2017, Rec Room's “Junior Mode” was COPPA-certified by Samet Privacy.[9]

In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding.,[10] and in December 2020, Rec Room Inc. announced additional $20 million in funding.[11]

In March 2021, Rec Room Inc. announced another funding round of $100 million with a valuation of $1.25 billion leading to its unicorn status.[12][13]

In December 2021, Rec Room Inc. announced that they raised $145 million during another funding round, bringing the studio's valuation up to $3.5 billion.


Reception


Dan Ackerman, writing for CNET, described Rec Room as VR's killer app.[14]

In January 2017, Ars Technica reported that trolling and harassment in Rec Room was a problem.[15]

In June 2017 MIT Technology Review contributor Rachel Metz described it as a great example of VR's potential for social interaction while criticizing its underdeveloped anti-abuse features.[16]

Filmmaker Joyce Wong described it as her choice of “most interesting piece of art in 2017”.[17]


References


  1. "Rec Room Coming to PlayStation VR, Open Beta Launches Nov. 21". PlayStation.Blog. November 9, 2017. Retrieved December 28, 2017.
  2. Heaney, David (May 15, 2019). "Rec Room On Oculus Quest Won't Have All Activities At Launch". UploadVR.com. Retrieved June 1, 2019.
  3. Groen, E.; Bos, J. (2008). "Simulator sickness depends on frequency of the simulator motion mismatch: An observation". Presence. 17 (6): 584–593. doi:10.1162/pres.17.6.584. S2CID 43585717.
  4. Sterling, Amy (March 25, 2018). "Visualizations Of The Future: Toward The Oasis". Forbes.com. Retrieved October 14, 2018.
  5. Hayden, Scott (September 14, 2020). "'Rec Room' Exceeds 3M User-created Levels with 40M Monthly Visits, Creator Monetization in the Works". RoadToVR. Retrieved September 22, 2020.
  6. "Music". Rec Room. Retrieved September 30, 2022.
  7. "Company Against Gravity". VBProfiles. Spoke intelligence. Retrieved December 30, 2017.
  8. Hayden, Scott (February 2, 2017). "'Rec Room' Studio Raises $5M "to continue to build the future of Social VR"". RoadToVR. Retrieved December 30, 2017.
  9. "OFFICIAL MEMBERSHIP PAGE: Rec Room (Junior Mode)". kidsafeseal.com. Retrieved January 2, 2018.
  10. Matney, Lucas (June 12, 2019). "Against Gravity is building a VR World that won't stop growing". TechCrunch.com. Retrieved June 28, 2019.
  11. Matney, Lucas (December 17, 2020). "Social gaming platform Rec Room scores $20 million Series C". TechCrunch.com. Retrieved December 18, 2020.
  12. Matney, Lucas (March 24, 2021). "Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox". TechCrunch.com. Retrieved March 27, 2021.
  13. Lyons, Kim (March 25, 2021). "Rec Room rides uptick in users during the pandemic to become a VR unicorn". TechCrunch.com. Retrieved March 27, 2021.
  14. Ackerman, Dan (August 12, 2016). "VR finally has its killer app, and it's called Rec Room". CNET. Retrieved December 28, 2017.
  15. Newitz, Annalee (January 24, 2017). "Welcome to the world of trolling in virtual reality". Ars Technica. Retrieved December 28, 2017.
  16. Metz, Rachel (June 14, 2017). "Virtual Reality's Missing Element: Other People". MIT Technology Review. Retrieved December 30, 2017.
  17. Wong, Joyce (December 27, 2017). "The art of VR: In 2017, filmmaker Joyce Wong found compelling new ways to socialize online". CBC Arts. Retrieved January 2, 2018.





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