Ramen VR Creates Zenith: The Last City, a Fusion of MMO and VR Experiences
Developing a massively multiplayer online game is a complex task, and adding virtual reality to the mix amplifies the challenge. Ramen VR's Zenith: The Last City is a prime example of this, as it brings together the scale and social aspects of an MMO with the immersive experience of VR. In an interview with GamesIndustry.biz, Lauren Frazier, the studio's CTO and co-founder, shares the story of how Zenith came to be and the hurdles the team overcame to launch the game on multiple platforms, including the PlayStation VR2. The idea for Zenith was born out of Frazier's and her co-founder Andy Tsen's shared love of anime, particularly shows like .Hack and Sword Art Online. Having previously worked on a VR project, they saw an opportunity to create an MMO VR title, a genre that was largely unexplored at the time. Frazier notes that the social aspect of traditional MMORPGs is similar to the concept of the metaverse, where players can interact with each other in a virtual world. Zenith features global voice chat, allowing players to communicate with each other seamlessly, and also offers private chat options for guilds and parties. The game's design encourages social interaction, with players able to welcome and assist new players, helping them to find and complete quests and explore the game's content. Pitching Zenith to investors was a challenging task, as it combined two high-risk elements: VR and MMOs. Frazier had to convince investors that the concept was viable and that the team could deliver on its promises. The studio eventually secured $35 million in funding, but not before facing significant skepticism from investors who had been burned by previous VR projects. Launching Zenith on multiple platforms, including the Oculus Quest 2, Oculus Rift, PlayStation VR2, and SteamVR, presented its own set of challenges. Each platform has its own approval requirements, and the studio had to work closely with developer relations representatives to ensure that the game met the necessary standards. Frazier believes that this process is beneficial, as it ensures that the game meets a high level of quality and is polished before release. The studio's decision to launch Zenith on multiple platforms was driven by the need to reach a wider audience and to ensure the game's long-term sustainability. Frazier notes that the VR market is small, and that the game's player base would not be sufficient to support the game if it were exclusive to one platform. As CTO, Frazier is proud of the team's achievement in creating a VR MMO that does not have a loading screen, a feat that required significant technical expertise and optimization. The studio's approach to community engagement has also been key to the game's success, with the team working closely with players to test and refine the game. Frazier believes that this approach has helped to build a loyal community and has ensured that the game meets the players' needs and expectations. In terms of her role as CTO, Frazier notes that the biggest misconception is that the job requires her to be the best engineer on the team. Instead, her focus is on ensuring that the engineers and other team members have the resources and support they need to do their work. She compares her role to that of a sports team coach, such as Phil Jackson, who enables his team to perform at their best rather than being the star player himself.