Meta Quest headsets (and VR in general) offer a unique type of gaming experience through unparalleled immersion with 3D visuals and freedom of movement that cannot be replicated on a screen. As with any emerging medium, the experiences that shine are built to take advantage of its strengths while also fitting within the unique constraints. For VR, one of the primary considerations for quality content compared to more traditional 2D platforms is session length.
In this article, we’ll discuss the 20-40 minute session length “Goldilocks” zone—not too short to deliver value, not too long to make it infeasible, and just right for most people’s typical day-to-day use. We'll also provide some tips for how to accomplish this through short progression loops, daily goals, built-in stopping points and more.
In general, we recommend building VR games that are optimized for the 20-40 minute “Goldilocks” zone so users don’t need to choose between “quitting in the middle of something” or pushing themselves past their comfort levels. If you’re building experiences that don’t fit neatly into 20-40 minute sessions, we advise front-loading rewards and objectives while allowing users more control over their sessions with ideal points to drop in, leave and resume their session. Keep reading below for more tips and recommendations.
Why a 20-40 Minute “Goldilocks” Session?
Headset form factor plays a critical role in how often and how long people can regularly use VR. Friction that occurs when starting sessions means that more time is required upfront to provide value, while constraints on how long users can regularly spend in the headset lend themselves to a sweet spot for consistent engagement.
For example, mobile-style short loop gameplay is too short to justify the effort of donning the headset, but hour-long objectives are likely to be too exhausting for all but the most enthusiastic players (at least, on a regular basis).
20-Minute Low End
At the low end of session duration, the perception of value drives satisfaction with the session. In our research, we have found that sessions lasting less than 15-20 minutes are viewed as less enjoyable than 20+ minute sessions, with an extreme drop-off in enjoyment occurring below 15-20 minutes. In surveys with users who have ended sessions early, we observe common themes of high friction to starting a session (e.g. physical setup, donning effort, anticipation of post-session work).
Due to this friction, sessions must be long enough to deliver on a satisfying amount of progress, engagement or entertainment to validate the decision to engage with VR. That threshold is 15-20 minutes for most users. Very short loops, like those experienced in mobile games, are not a good fit for VR and users who have set the time aside for an immersive experience expect more. This doesn’t mean that each objective/loop should be 20 minutes. Rather, shorter loops (e.g., 10 minutes) that chain together can create compelling 20 minute sessions while providing users with more flexibility.
For example, a digital card game may aim for a match to finish in under 10 minutes with daily quests that can be typically done in two matches.
40-Minute High End
40 minutes is the recommended high end of regular expected engagement time blocks. This is guided both by observations of behavior with the majority of VR users, as well as research into when and why users end sessions.
In fact, most users’ sessions are typically under 40 minutes and longer sessions don’t tend to add to enjoyment after ~40 minutes. While longer sessions are possible, they are best thought of as special occasions for users. Most people simply don’t have the time or the energy for 40+ minute sessions on a day-to-day basis.
This is largely due to current form factor limitations on how long people can continuously stay in their headsets (comfort, multitasking, etc.). Form factor considerations largely refer to constraints inherent to VR headsets:
- Long sessions can be physically uncomfortable.
- VR is known to cause eye strain and motion sickness, especially in users who are new to the medium.
- Many current VR experiences require social isolation, physically separating users from others in their physical space.
- Battery life is limited, and limiting, in VR.
Designing with these form factor limitations in mind is important in finding the session length that overlaps with minimum valuable sessions dictated by the content. The combination of these factors leads to a majority of players feeling limited in how long they can, or want to, remain in a VR session; however, this doesn’t mean game loops and objectives should be 40 minutes.
In most cases, shorter loops and objectives (10-20 minutes) that chain together give users more control and ultimately lead to higher levels of enjoyment. By breaking your content into more bite-sized pieces that chain together within a 20-40 minute session, users can feel like they had a meaningful experience without “quitting” in the middle of something.
Chaining Shorter Core Loops in Games
A number of our top games across all genres have core loops that fit within this “Goldilocks” zone. As an example, in a typical loop of “Population: ONE,” the player:
- Is placed in a three-person squad
- Matches against five other squads
- Begins match
- Reaches a win/loss state
- Finishes quests and advances the battlepass
- Collects battlepass rewards
This all takes place in about 10-15 minutes. This tightened loop allows players to complete the core loop multiple times, “chaining” them together to play multiple rounds within a typical session. There's a meta progression with a battlepass and daily quests tied to performance and achievements, which encourage people to play more matches.
How to build for the “Goldilocks” session length
Generally, we recommend keeping the 20-40 minute “Goldilocks” session length in mind when deciding how to design content, along with systems that tie the sessions together. VR experiences shouldn't be designed to end after 40 minutes; rather, it’s important to be aware of the natural limits of user engagement when designing loops, objectives, and the overall user experience.
There is no “one size fits all” for how to accomplish this, but we’ve assembled some tips to keep in mind. The more of these you can accomplish, the more your experience will be “just right” for VR users.
- Deliver on core expectations of the game within the first 20 minutes of the experience:
- Avoid long tutorials or text that may get in the way of delivering this promise in time. Utilize reactive or “Just in Time” tutorials that appear only when you need to teach players necessary skills.
- Incorporate as much “teaching” into the actual experience as possible and build early objectives or levels around the mechanics you want to teach early.
- Start users off with a few short objectives (e.g., 5-10 minutes) to provide quick wins while they learn. Foreshadow longer term objectives to give players a reason to return.
- Progressively teach users controls and gameplay mechanics as part of the initial objective or loop.
- Focus on shorter loops & objectives (10-20 minutes) that chain together into 20+ minute sessions:
- Chain shorter progression loops together to create full sessions that allow users to play as long (or as short) as they want. This looks different across game genres:
- Round-based multiplayer games: Matches (composed of multiple rounds) should be playable in under 20 minutes. Players can then choose to queue up for another match, or take a break.
- Single player games: Ensure levels or objectives can be completed in under 20 minutes with a sense of accomplishment and clear next steps.
- Build in regular breaks every 10-15 minutes:
- Allows players to complete non-headset related tasks (e.g. bathroom breaks, getting a drink, talking to someone in their house) without ending their session.
- Breaks have been shown to improve session satisfaction if they are non-disruptive to engagement (e.g. they can pause content, sit out a round and jump back in, break between loops, etc.).
- Breaks do not reset comfort and should not be used as a stand-in for a satisfying end to a session.
- Build features that make it easy to leave and return later:
- Regular autosave so players are confident they can pick up where they left off.
- Let players see how long since last save/autosave so they know how much progress they will lose if they leave.
- Provide information on progress toward an objective or the next checkpoint so players can decide whether to keep going to take a break.
- Clearly remind players of their next checkpoint or objective so it’s easy to pick up where they left off.
- Tailor recurring quest/reward systems to appropriate timelines:
- Daily quests should be fully-completable within 20 minutes. Additional quests should provide more time for players to earn them (e.g., providing users a week to complete multiple quests).
- Weekly quests should incorporate checkpoints or multiple smaller quests to allow users to make progress over multiple sessions.
- Avoid very short mobile-style quests that encourage brief check-ins: VR sessions require a higher payoff per session. Check-ins (e.g. a login reward) should be paired with longer engagement (e.g. a login reward as part of a longer Weekly Quest list).
- If building for Worlds, consider Horizon mobile app cross-screen compatibility:
- Balance the need for shorter time frames (5-8 minutes) on mobile devices with the desire for more immersive experiences on other platforms.
- Consider quests or tasks that are better reserved for VR or mobile, and build loops that allow people to switch between as necessary.
- In entertainment, ensure there are easy continue or drop in options for users to pick up where they left off.
- Save current state so a user can easily resume.
- Ensure persistence between sessions.
- Encourage users to resume partially-viewed content upon launching the app.
- Include easy pause, rewind and reset functions in case the user is interrupted.
As form factors shift and change, the “Goldilocks” zone may expand in both directions, but following these principles in the near term will help maximize your engagement and lead to more satisfying sessions for your users, improving both your retention as well as your long term relationship with your audience.