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Rec Room (video game)

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Rec RoomDeveloper(s)Publisher(s)Composer(s)EngineGenre(s)Mode(s)


Rec Room Inc.
Rec Room Inc.
Cameron Brown
Unity
Game creation system, massively multiplayer online
Singleplayer, multiplayer

Rec Room is a virtual reality massively multiplayer online game with an integrated game creation system developed and published by Against Gravity. Rec Room is currently available on Microsoft Windows, Xbox One, Xbox Series X and Series S, PlayStation 4, PlayStation 5, PSVR (except PSVR2), Meta Quest 2, Meta Quest Pro, Pico Neo 3, Pico 4, the Apple App Store, and Google Play.[1]

Gameplay[edit]

A hub room (called the “Rec Center”) is a recreational center (thus earning the game's title of Rec Room) with doors that lead to various games called Rec Room Originals and featured user-generated rooms.

Rec Room can optionally be played on a virtual reality headset, specifically using SteamVR, virtual reality headsets by Meta and ByteDance, and PlayStation VR (PSVR2 not supported). In virtual reality mode, the game uses full 3D motion via the motion capture system of a virtual reality headset and two handheld 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 to no virtual reality sickness. A “walking” mode enables players to move continuously rather than teleporting, although this poses a higher risk of motion sickness.[2]

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, Rec Room's visual programming language, which is similar to Blueprints, the visual programming language used by Unreal Engine, as well as VRChat's Udon.

Players can pay for a monthly subscription called Rec Room Plus, which grants several features, including the ability to sell user-generated content. Subscribers can sell this content for tokens, Rec Room's in-game currency. Tokens can be exchanged for real-life money.[3]

Game modes[edit]

Rec Room consists of separate built-in multiplayer games, which are known as Rec Room Originals. The games include first-person shooters (e.g. Paintball),[4] a battle royale game (Rec Royale),[5] cooperative action-adventure game (3D Charades),[6] various role-playing quests (e.g. Golden Trophy),[7] and various sports games (e.g. Dodgeball).[8] Rec Room also provides in-game tools for user-generated content.[9][10]

Music[edit]

Most of the music heard in Rec Room Originals was composed by creative director Cameron Brown,[11] whose in-game username is "Gribbly".[12]

Development[edit]

Seattle-based development studio Rec Room Inc. (formerly Against Gravity Corp) was co-founded in April 2016 by Nicholas Fajt, Cameron Brown, Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis.[13] Prior to the company's founding, CEO Fajt worked as a program manager on the HoloLens team at Microsoft. Kroymann worked on the same team after working on the Xbox team. CCO Brown worked as the creative director of HoloLens.

In 2016 and early 2017, the company raised $5 million in funding for the development of Rec Room and its community. According to Fajt, the company will keep the game free to download.[14]

In 2017, Rec Room's “Junior Mode” was COPPA-certified by Samet Privacy.[15]

In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding.[16] In December 2020, Rec Room Inc. announced an additional $20 million in funding.[17]

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.[18][19]

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

Reception[edit]

Dan Ackerman, writing for CNET, described Rec Room as VR's "killer app".[20]

In January 2017, Ars Technica reported that trolling and harassment was a major issue for Rec Room.[21]

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.[22]

Filmmaker Joyce Wong described Rec Room as her choice of “most interesting piece of art in 2017”.[23]

References[edit]

  1. ^ "Rec Room". rec.net. Retrieved 2022-12-01.
  2. ^ 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.
  3. ^ "RecRoomPlus". Rec Room. Retrieved 2023-05-01.
  4. ^ "^Paintball". rec.net. Retrieved 2023-05-01.
  5. ^ "^RecRoyaleSquads". rec.net. Retrieved 2023-05-01.
  6. ^ "^3DCharades". rec.net. Retrieved 2023-05-01.
  7. ^ "^GoldenTrophy". rec.net. Retrieved 2023-05-01.
  8. ^ "^Dodgeball". rec.net. Retrieved 2023-05-01.
  9. ^ Sterling, Amy (March 25, 2018). "Visualizations Of The Future: Toward The Oasis". Forbes.com. Retrieved October 14, 2018.
  10. ^ 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.
  11. ^ "Music". Rec Room. Retrieved 2022-09-30.
  12. ^ "RecCon keynote with Gribbly". rec.net. Retrieved 2023-05-01.
  13. ^ "Company Against Gravity". VBProfiles. Spoke intelligence. Retrieved December 30, 2017.
  14. ^ Hayden, Scott (February 2, 2017). "'Rec Room' Studio Raises $5M "to continue to build the future of Social VR"". RoadToVR. Retrieved December 30, 2017.
  15. ^ "OFFICIAL MEMBERSHIP PAGE: Rec Room (Junior Mode)". kidsafeseal.com. Retrieved January 2, 2018.
  16. ^ Matney, Lucas (June 12, 2019). "Against Gravity is building a VR World that won't stop growing". TechCrunch.com. Retrieved June 28, 2019.
  17. ^ Matney, Lucas (December 17, 2020). "Social gaming platform Rec Room scores $20 million Series C". TechCrunch.com. Retrieved December 18, 2020.
  18. ^ 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.
  19. ^ 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.
  20. ^ Ackerman, Dan (August 12, 2016). "VR finally has its killer app, and it's called Rec Room". CNET. Retrieved December 28, 2017.
  21. ^ Newitz, Annalee (January 24, 2017). "Welcometo the world of trolling in virtual reality". Ars Technica. Retrieved December 28, 2017.
  22. ^ Metz, Rachel (June 14, 2017). "Virtual Reality's Missing Element: Other People". MIT Technology Review. Retrieved December 30, 2017.
  23. ^ 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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