Two Bit Circus and the Challenges of Next Generation Arcades

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Early concept art for Two Bit Circus

Since the introduction of consumer VR systems like Oculus and Vive, hundreds of VR-centric arcades have opened, hoping to attract punters by offering experiences that they can’t get at home because they can’t afford $1500+ VR setups and don’t have the space or custom equipment (e.g. force-feedback driving seats).

Some of these next-generation arcades are more than a few Vive headsets in a shop; they might have lots of expensive custom equipment, or even custom-made VR games that you can’t buy as a consumer. Two Bit Circus, a “micro-amusement park” opening in LA next month, combines VR with escape rooms with carnival games to reach the very highest-end of this trend. Supposedly, the entire experience will be united by a meta-game, discoverable with rabbit-holes like a secret payphone in the arcade, that has an overarching narrative. Yes, I remember when these were called ARGs myself.

The scope – and expense – of Two Bit Circus is extraordinary. It’s hard enough to make a single VR game, let alone several. And to link them with an ARG? It hasn’t been done before. That’s not to say it can’t be done, it just costs far more money than anyone is usually willing to spend.

When I tweeted out news about this, Chris Dickson (an expert in escape room games)  emailed me about Entros, a restaurant-arcade in Seattle and San Francisco from the 90s with ARGish elements. Entros folded after a few years due to inadequate sales and rising rents, and to my mind, it sadly typifies a long line of entertainment-bar-restaurant-VR-carnival hybrids that end up failing like late lamented DisneyQuest.

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DisneyQuest

Why do these ventures fail?

  • High capital costs: Cutting-edge hardware isn’t cheap
  • High maintenance costs because people keep breaking things and they don’t know how to put on VR headsets
  • High R&D and design costs that can’t be amortised amongst large numbers of venues (e.g. traditional arcade games, although even these are dying out), customers (e.g. videogames), or devices (e.g. game consoles and phones)
  • Inability to charge appropriate (i.e. massive) prices or motivate people to stay in expensive hotels (i.e. Disney theme parks)
  • Technology ages quickly and becomes uncompetitive with consumer offerings, meaning either more capital spending, or your arcade getting out of date quickly. This is a reason why traditional arcades have largely vanished.
  • Hard to attract repeat visitors without acquiring or developing a lot of fresh and affordable content (in contrast to, say, cinemas). If you can’t get repeat visitors, you need a constant flow of new visitors, which is doable although usually requires a healthy marketplaces and ideally, geographic hubs (e.g. Broadway, West End). If you make something extraordinarily good, people will travel just for your venue, like people who go on pilgrimages to Michelin-starred restaurants.
  • Difficult to scale a single location, so even if you’re super popular, you will cap out.

Other new kinds of site-specific experiences like escape rooms and immersive theatre face similar challenges: escape rooms may have lower capital and R&D costs since they usually don’t feature as much technology, but staffing costs are often can be higher and of course, return visits are even lower.

Disney’s theme parks (and associated hotels, malls, etc.) are the obvious exception here in so many ways – size, visitor numbers, profitability, and so on. Disney’s parks do a lot of clever things, like: exploiting existing popular IP (e.g. Toy Story) not all of which they originally developed or owned (e.g. Star Wars, Avatar); incubating new IP (Pirates of the Caribbean, the forthcoming Jungle Cruise movie); and generally keeping visitors excited about Disney and thus continuing to buy mountains of merchandise. It’s hard to see how you equal this without really high-quality and popular IP, not to mention skilled designers and engineers (“Imagineers”).

Big isn’t always better. Not every restauranteur should aspire to become McDonalds. But a healthy ecosystem should support everything from big chains to cheap and cheerful cafes and eye-wateringly expensive Michelin starred restaurants. What’s important is that there is room for everything, and that enterprises of all sizes can theoretically be sustainable – even if most restaurants do, in fact, go bust.

Possible Solutions

Use withered technology to reduce capital costs. Maybe VR isn’t the answer to these kinds of arcades and immersive experiences! Nintendo is great teacher in this regard, as is the old-school Exploratorium.

Similarly, use the real world as your venue. The Headlands Gamble uses the North Bay in California as its backdrop; Fire Hazard uses London. However, the lack of control and ownership over the venue results in higher risk and introduces logistical challenges (e.g. accessibility, bad weather, more time required to get around) and can impose a cap on visitor numbers.

Increase prices. Punchdrunk, Disney, and The Headlands Gamble ($600-$1800 for two days!) show how high you can go, providing you can prove value. I personally have an instinctive aversion to very high prices as I want the things I make to have a wide audience, but it’s a perfectly legitimate route, especially if you’re still developing the core technology and proving your concept. However, rich people’s taste for human interaction can mean that you never end up automating anything.

Use established IP to reduce marketing costs, and potentially content development costs. Secret Cinema and The Crystal Maze have done this to apparent success. However: you lose creative control, it cuts into your margin (it’s entirely possible you have no margin left, if you have no leverage), and the demands of the IP can compromise the overall experience (I’ve heard that strict adherence to Harry Potter canon has hurt more than one HP videogame; then there’s “we need you to tie this game to the upcoming movie, but we can’t get you the script until too late, and you can’t talk about the events of the movie”.) If you’re unlucky, you’ll end up making free marketing experiences and “brand activations” for shows like Westworld. It makes for good headlines but are the entirely wrong way to make a self-sustaining business with a product that people will pay for. Believe me: I’ve lived it.

Be a non-profit so you can win grant money and donations, and justify paying your staff less money – or none at all, since you can get volunteers. Yes, I’m talking about Meow Wolf. Non-profits typically suffer from lack of access to capital, though, slowing growth.

Sell extra stuff like merchandise, hotel rooms, books, etc.

Get repeat visitors. Everyone claims they’re trying to do this and I have seen little evidence of success. It may be that it’s completely incompatible with the current design of escape rooms and immersive theatre. Learning from videogames is essential.

Reduce tech and capital costs by using off-the-shelf hardware and, importantly, software. Various companies are trying to build VR or real-world experiential platforms to make it easier to  this kind of market, but most of them don’t have much money and seem singularly unwilling to share a reasonable (i.e. very high) amount of revenue with the creatives who, after all, are taking the vast majority of risk in setting up these venues and making new experiences. Platforms work best when cost of development is low compared to potential income. Witness Unity/Unreal or YouTube and Twitch. But potential income for location-specific entertainment is far lower than that of purely digital content that can be global; and that has lower capital costs.


Evidently, I don’t have very detailed solutions to these challenges yet, although I remain very interested and I have a few brewing in the back of my mind. I’ll finish by saying that the rumoured popularity of puzzle box subscriptions like Hunt A Killer (the name is both awful and yet brilliant) is telling. They have repeat customers, low capital costs, and it’s all done with ‘withered technology’.

Having tried a few out, I am not impressed by overall quality and not convinced of their longevity or broad popularity, but they hold a lot of promise.

Gamescom 2018 thoughts: Spider-Man, Starlink, Forza Horizon, Oculus, and more

A child was flooring the gas on a tractor simulator here, with full HOTAS-style controller setup. “I live my life a quarter acre at a time.”

I managed to play a fair few games here at Gamescom in Cologne in between business meetings. The first day – Tuesday – is solely for “trade visitors” rather than the general public, so the crowds weren’t too bad. That said, people in the games industry tend to like playing games, which meant highly-anticipated titles like Spider-Man and Smash Bros. still had 1+ hour long queues most of day.

In order of when I played them:

Space Junkies (Ubisoft) is a space-based multiplayer VR FPS with jetpacks. It’s about as fun as any other FPS, except it’s in VR, which makes aiming easier. It also had imaginative guns requiring two hands to operate that were fun if distractingly janky.

Due to space restrictions, we had to sit down in front of a PC, which meant you couldn’t look behind you – instead, you use the right thumbstick to rotate in 45 degree turns. While this may be the least-worst way of doing VR motion thus far, it’s still not great and it doesn’t help elevate an otherwise unremarkable game.

Next door was Transference (Ubisoft), a horror-themed walking simulator set largely in the real world. The art and graphics were impressive, and I enjoyed picking up stuff in the environment (postcards, letters, toothpaste, radios, etc.) and inspecting them, although this is an area where increased headset resolution will be massively helpful.

I wasn’t sold on the heavy use of full-motion video (FMV) to set up the story. There’s something vaguely B-movie about all game FMV, which is often delivered straight to camera, and while this wasn’t awful, it just dragged on.

Surprisingly, I found Transference even more nausea-inducing compared to the highly vertical environment of Space Junkies. There’s something about using a controller stick to walk around (rather than using your legs to walk) that puts me off, even with the 45 degree snap-turns. The fact that  you had to walk around a lot to pick up stuff and carry it between rooms really didn’t help matters, and while the Ubisoft attendant helpfully whispered hints in my ear, it really just highlighted the poor level/puzzle design.

So, I remain unconvinced that using a controller to navigating in an open world VR space will ever be entirely free of nausea for me, and after 15 minutes of play of both games, but particularly Transference, I was glad to take the (very comfortable) headset off. Perhaps a wider field of view (FOV) would help, and I wonder if you eventually get used to VR, especially if you’re a kid who’s grown up on it.

Assassin’s Creed: Odyssey (Ubisoft) is like AC: Origins, but it looks marginally nicer and it’s in Greece. What else is there to say? ¯\_(ツ)_/¯

I managed to catch this game while the queue was short. Even better, when the attendants spotted my “Exhibitor” badge, they ushered me right in, perhaps assuming I was far more important than I really am. But karma came around when the console crashed just ten minutes after I started playing.

Starlink (Ubisoft) is the latest implementation of “Toys to Life”, most famously and profitably demonstrated by Skylanders. I was impressed by how versatile the toys were, and how well the fit together – you can choose between pilots and then slot a spaceship over them. The spaceships themselves are modular, allowing you to mix and match components between ships, and even turn wings and weapons backwards (not convinced this will have useful gameplay effects, however). The gameplay was basically Starfox… and the graphics were really quite rough compared to the ultra-HD gorgeousness exhibited by the PS4 Pro and Xbox One X.

Sadly, I didn’t get to drive in Scotland or Edinburgh on the Forza Horizon 4 (Microsoft) demo on Xbox One X. I really enjoyed the original Forza on the Xbox 360 and it’s nice to see it continuing to walk the line between realism and arcade gameplay, especially with the helpful rewind feature. But it’s not enough to make me buy another console.

Taiko no Tatsujin: Drum Session! (Bandai Namco) reminded me of my enduring love of  rhythm games. There’s not a lot to this one – you can hit the single drum in the centre or the rim, and besides things like drum rolls, that’s more or less it. There was a good selection of songs – I played Let it Go, the Totoro End Theme, Carmen, and some other classical song. It was the only game I played on two separate days, although that’s partly down to the total absence of queues.

The response on the drums felt a bit soft, and I thought the notation of hits against the drum rim vs centre didn’t really correspond with melody or, well, anything else. But hey, it’s a rhythm game by Namco, you know what you’re getting.

The Dark Pictures Anthology: Man of Medan (Bandai Namco/Supermassive) was available for demo on the same day of its announcement, which explains why there were no queues. Like Until Dawn, also by Supermassive, it has highly atmospheric and realistic graphics, with no free look, and consequently, very cinematic (and manipulative) perspectives.

I found the demo quite boring and lacking in context. The cheesy, stilted dialogue and the exceptionally slow walking pace didn’t balance out its use of the LA Noire mechanic of “inspecting objects” which I always love.

Ride3 (Milestone) had no tutorial and was impossible for me to play. I couldn’t figure out whether I should be tilting around corners or how much I should be breaking – and yes, I have played driving games before. This was the only game I had to abandon before the end of the demo.

Amazon Prime Video had an immersive “brand activation” experience promoting their Jack Ryan TV show, freshly imported and translated from New York Comic Con. It was not good. We had to a wait a long time for them to reboot the first task, a mediocre shooting gallery game. The second task involved us watching the Jack Ryan extended trailer (pretty transparent, I know) and answering questions about it. Unfortunately, all the questions were in German, despite the fact that we’d registered as English-speakers.

I guessed all the answers randomly out of four choices, and scored 48%. “How?” demanded one of the attendants as I walked out. “Guess that’s on a need to know basis,” I said, with a twinkle in my eye.

The popularity of this poor experience just shows how much people value live action ‘immersive’ entertainment…

Since I have an Exhibitor badge, I was able to queue up early to play Spider-Man (Sony/Insomniac) on Wednesday. The web slinging and general feeling of motion is excellent, and you really can zip around the entire open world with zero loading times or pop-in.

I didn’t quite figure out whether I should be holding down sprint/web button all the time, and my usual tactic of spamming attacks didn’t work on some enemies (probably a good thing). Good dialogue, good transition into QTE-powered cutscenes. Very much looking forward to this game in November.

What began as a fun force-feedback drive on F1 2018 (Codemasters) gradually turned into an unrelenting nightmare of spins and crashes. I can’t explain what happened: on the first two laps, I was literally outracing Lewis Hamilton, and then somehow I just couldn’t stay on the track. Maybe the game was was simulating tire wear or somehow I pressed the wrong buttons that changed traction control (everything was in German) but it was all I could do to reach the finish line with a shred of dignity intact.

Miscellaneous thoughts

  • Let’s face it, industry-led videogame conventions are weird. Most of the games are going to be out soon, there are plenty of gameplay videos online, so why wait in a queue to play for hours? The answer, of course, is that some young people love these games with the passion of a thousand stars and are willing to wait any amount of time to play them even for just 15 minutes.
  • Because I am a terrible person, there is no sweeter sensation than arriving at the convention hall at 8:45am and not only walking past thousands of the general public (10am admission) but also hundreds of trade visitors (9am admission) all desperate to get in. I used my extra time to visit the toilets while they were clean, and then to play Spider-Man.
  • The queuing process for all the games was well-organised with clear wait times.
  • The 10-20 food trucks served the trade visitors perfectly well on Tuesday, but were laughably inadequate when tens of thousands of the general public arrived on Wednesday. It is baffling how the organisers refuse to improve this. Do they not like money? Do all the visitors just go hungry all day? I’m not sure if you’re meant to pack a lunch…

  • I say this in all seriousness: the videogames industry has a drinking problem. Every event seems to involve vast quantities of free or cheap alcohol, and you can easily bounce between events from 5pm until the early hours. It’s not healthy in any measure, and we shouldn’t feel like the only way we can socialise is by getting hammered.

Bonus photos

Not sure what was inside here. Videos and concept art?
Mobile escape room!

Brutal: CCP pulled out of VR game development because the reception was “even below our lowest expectations.”

I’m still long-term bullish on VR, but it seems like there are several big problems to solve, one of them being the friction of just starting a game, something echoed in the interview: “The ceremony of putting on a VR headset; I often liken it to putting on scuba gear to go diving. Scuba diving is an amazing experience, but it’s a lot of gear to put on, and when you have it on it’s isolating, disorienting.”

Disneyworld Day 3: Hollywood Studios, Animal Kingdom, The Void, Disney Springs

  • Hollywood Studios lived up to its reputation as “the half day park”. The problem is that the theming of “hey, we’re in Hollywood” just isn’t as interesting or as resonant as it used to be, certainly not compared to other parks or even Epcot. Which is I guess why they’re adding on Toy Story and Star Wars-themed lands.
  • Star Tours was good fun, as usual. We saw what must have been a fairly new video, since it had The Last Jedi footage and we landed in Galaxy’s Edge, the upcoming Star Wars land. This will be a fantastic introduction to Galaxy’s Edge but it doesn’t make much sense to guests right now, particularly the intro, which leaves you wondering why ‘Star Tours’ starts out on an enemy ship to begin with.
  • Some of Muppetvision 3D’s jokes are still good (“We’re doing a tribute to all the nations in the world, but mostly America”), but overall it needs updating. Since The Muppets are apparently getting rebooted, maybe this will happen sooner rather than later.
  • I never watched The Twilight Zone, so whenever I ride The Tower of Terror it always reminds me of Futurama’s loving parody, The Scary Door. Sadly, some of the kids we rode with declared it ‘boring’, presumably in comparison to the Guardians of the Galaxy version in Disneyland.
  • Star Wars Launch Bay is a bizarrely office-like structure full of movie models and character encounters. A stopgap solution until Galaxy’s Edge is built.
  • Walt Disney Presents is worth a wander through.
  • We caught the Star Wars: A Galaxy Far, Far Away stage show, a weird medley of dramatic scenes from all nine(!) Star Wars movies plus live actors. I was mostly impressed by the screen that remained bright even in full noon sunlight.
  • Indiana Jones Stunt Spectacular was entertaining.
  • Toy Story Mania, a shooting gallery game with 3D glasses and moving cars, was a blast and felt more fun than it conceptually should have been. I don’t know if it’s the action of pulling a string to fire a gun, or the atmosphere, or the 3D, or the moving cars, or everything put together, but it felt good. Not sure it justifies two hour wait times, but I guess there’s not much else to do in Hollywood Studios.
  • Lunch at the 50’s Prime Time Cafe. Great theming and our attendant wasn’t as bothersome as we’d feared.
  • Perhaps due to the new Avatar ‘Pandora’ land, I had the idea that Animal Kingdom was basically an animal-themed park without real animals. Of course in reality it’s more like a zoo and safari park, which is pretty neat. Like many other parts of Disneyworld, the African and Asian sections suffer from silly stereotypes that need to be updated.

The New VR Arms Race: Kids vs Parents

Kids are gonna have cybersex, and parents won’t like that

General-purpose VR headsets like the Oculus Rift and HTC Vive are so expensive and fragile that we haven’t yet had to worry about how it’ll affect kids. VR is still like the PalmPilot PDA in 1997, an expensive curiosity for just a million enthusiasts. It has plenty of promise, but it’s not something that decent people have a productive use for.

But just as the PalmPilot evolved into the iPhone and Android and inhabited billions of pockets around the world, so will bulky, pricy VR headsets inevitably evolve into lightweight and cheap glasses or goggles owned by more or less everyone — including kids.

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I had a Handspring Visor at school. Contrary to my expectations, it did not make me cool.

I’ve been thinking a lot about how parents will supervise their children and teenagers in VR. Much depends on how the VR ecosystem pans out: will it become a walled garden like the iTunes App Store, with porn and hate apps completely banned, or will most headsets run a more open operating system where you can install any app you like?

Either way, we’re likely to see new kinds of surveillance tools that allow parents to monitor and manage the VR apps their children use. These tools may also be able to see which kinds of environments they traverse and even identify the types of behaviour they engage in. After all, you don’t need to use a porn app to have cybersex, you can do it pretty much anywhere you like. I expect kids will have AI chaperones to make sure they don’t get up to any funny business in supposedly safe areas.

This will be predictably infuriating for kids, who will easily discover all sorts of workarounds given their unlimited time and infinite desires. They’ll probably set up multiple VR accounts, or use their own AIs to pretend to be them, or jailbreak their VR hardware so they can run ‘unapproved’ software.

I find all of this fascinating. It’s hard enough for parents to know what their kids are doing on their smartphones and tablets as it is, and while many parents claim to look at their kids text messages and apps, and know their email and social media passwords, I wonder quite how well that works when it’s easy for kids to multiple phones and email accounts. Even Disney’s Circle monitor is powerless in the face of cellular data access [Update: apparently they can control cellular data, see comments]

But with VR, you can’t just peer over your kids’ shoulder; it’s completely closed off. Yes, there will be easy ways to view your kid’s point of view in VR (which is disturbing in itself), but you can’t do that all the time; and believe me, your kid will be in VR all the time. So I really do think that parents will be relying on AI agents to monitor their children and notify them when something unusual is happening.

Thankfully for parents, we have a few years until VR gets cheap and good enough to become truly widespread. Maybe even five years. And then all bets are off.

VR Will Break Museums

The first sign came with the Oculus Rift DK2 last year, when I discovered that consumer virtual reality could finally replicate a sense of physical presence in a digital world.

The second came last month, when I visited the British Museum’s Sicily exhibition.

The exhibition was perfectly fine, a well-curated narrative of the Greek and Norman periods of Sicilian history — the greatest hits, if you will. But here’s the thing: I couldn’t see shit.

It was a Sunday afternoon, only four days after it opened, so of course it was busy. I queued to read labels. I queued to study maps. I queued to peer over shoulders to gawp at shiny jewellery. And even after all that queuing, I only got to see each object for a few seconds — lingering any longer just made me feel guilty.

Perhaps, I wondered, there was a problem with the layout of the exhibition? Maybe they’d placed too many objects in corners, too many long cases against walls? But that wasn’t it. The designers did the best they could, given the constraints. And on reflection, I realised that I’d spent just as much time in other popular exhibitions queuing to see stuff.

Let’s be clear, overcrowding is a problem borne of success: 6.8 million visitors per year of success, to be exact. But it’s a problem nonetheless.

So to answer the inevitable question, “Why would you want to look at ancient objects in virtual reality when you could see them in real life for free?” I say, “Because even in the best museums in the world, I can’t see shit.” Compared to that very imperfect reality, virtual reality is an improvement.

The Rosetta Stone at the British Museum

Since 2010, I’ve visited museums over 250 times. My first book was inspired by museums. I’ve consulted for the British Museum about games, and I’ve taught workshops there. I’ve even had work displayed at the Design Museum, MOMA, and the V&A.

So I say this from a place of love: VR will break museums.

Before I take that fence down, I’m going to explain what it is that museums do that’s so difficult and important.

Museum galleries and exhibitions add context to objects. They tell you what an object was used for, where it was found, who made it, how they made it, and much more besides. They accomplish this through labels, timelines, photos, drawings, models, and ‘interactives’ — but also through more subtle means, like the arrangement of objects in a continuum or a group.

Making the Modern World at the Science Museum

If you do this with the right objects, you can tell the story of a civilisation in a single room. Remove the context and you’re in a warehouse. Remove the objects, and you might as well just read a book or watch TV. The objects are a physical link with our past. They enforce discipline in our explanations, and they sow magic in our imaginations.

Unfortunately, many museum galleries do a poor job of providing context. Yes, budget constraints, time pressures, duelling priorities, etc., but when I encounter something like this:

Swords at the Fitzwilliam Museum in Cambridge (but really, it could be anywhere)

what I see is a very pretty arrangement of contextless weapons. This isn’t bad in and of itself, but it doesn’t belong in a museum. Sure, there are labels — but they’re usually placed out of the way and arranged in a cryptic order that doesn’t correspond with the physical arrangement of the objects. The museum might as well just fire the curator, take a trip down to the stores, pick some cool-looking weapons, and then print out their names and dates.

There are many other kinds of objects and stories that museums have a hard time explaining, like musical instruments. It’s all too common for museums to render them silent, reducing them to mere pretty objects. Some will offer phones to listen to a sample, and the excellent Musical Instrument Museum in Brussels offers visitors wireless headphones that automatically play music when you stand in front of an instrument — but these are notable exceptions.

The failure to add context to objects is not a trifle to be hand waved away — it should be the entire point of a museum’s galleries and exhibitions!

You don’t need VR to solve this problem. For a weapons exhibit, I’d be happy with an illustration or animation or ‘interactive’ that compared them by accuracy, range, reload time, stopping power, cost, popularity, etc. I’m sure that donning a VR headset of dubious hygiene and spending three minutes pretending to fire rifles would be plenty of fun, but it’s not the only solution.

What VR does, however, is make it easier to add context in general. VR necessarily comprises a superset of all existing ways of adding context (lots of people enjoy watching videos and movies in VR, you know) plus it adds entirely new contexts, like simulations and recreations. Of course, this only works if the entire museum is experienced in VR; you can’t be putting on and taking off a headset every five minutes as you wander through galleries.

So if you really believe that putting weapons in a glass case is the very best display arrangement, you can still do that, except in VR you can add labels that appear next to the weapons instead of metres away (you wouldn’t believe how much of headache this is for curators). And if you’d rather teleport people into a 1:1 recreation of Chichen Itza, you can do that as well.

Anything you can do in a museum — which doesn’t include touching or smelling—VR can do better. Continue reading “VR Will Break Museums”