• The Goose

The freedom of designing VR games for all

Updated: Jun 22, 2021

Fast Travel Games made strategic decisions early on that have contributed to their success shipping four titles in 4 years - including their recent release, Afterlife. These choices would go on to cement the company’s commitment to inclusive design. Before his appearance at Friday Stories, we asked the Studio’s Creative Director and Co-founder Erik Odeldahl to tell us why they’ve integrated inclusive design approaches, how this shapes the creative process, and why they draw inspiration from outside the industry.

Inclusive design from day one

Before VR gaming found the popularity it enjoys today, the pool of gamers with headsets was limited. Such a small user base made it imperative that VR developers served as many headset owners as possible. As a result, Fast Travel Games targeted all of the platforms delivering VR titles from the outset.

The Studio predicted that headsets with hand controllers would outperform those without, which Erik and the team felt ‘were a bad compromise between the past and the future’. So, from the get-go, they also committed to systems with motion controls only.

Finally, they wanted to ensure players could enjoy their games regardless of their physical abilities. Their titles would support player interactions whether they were standing, moving through space, or sitting. With a Fast Travel game, it wouldn’t matter.

It would be easy and truthful to frame this final decision as a smart business move. Without a massive pool of players, it was important not to exclude anyone if it could be avoided. Clever thinking and creative development could help them do that. This attitude toward inclusivity would eventually find its way into the company’s core, informing its values and practices when creating games. As Erik explains, Fast Travel Games makes titles ‘that are balanced to incorporate multiple play styles. It’s certainly a challenge, but we don’t even talk about it anymore. It’s something we just do.’ He continues:

‘With the trend in headsets sales, things have completely changed. Back in 2017, we were maybe nervous about their popularity, but now we’re not concerned about the size of the market. So, inclusive design is not just a business consideration any longer. It is important to us. Even if I were still in flat-screen gaming - standard console and PC gaming - I’d be thinking about game design like this. I feel there is no reason to shut people out.’

Using limitations to spur innovation

What some studios may see as a limitation, Erik and his team consider an opportunity. Erik explains that serving different play styles leads to more creative thinking: ‘It makes us think about design and ask why it has to be so complicated all the time.’ He adds: