03-01-2017 01:35 AM
03-01-2017 03:37 PM
03-01-2017 03:44 PM
OpticKing said:
Signed, teleport changes the entire dynamics of a game. I believe it should be an option for those who DO get sick over free motion, but not the standard and certainly not the only way to move around. I'll tolerate teleport in robo recall(and any other must haves such as fallout vr, etc), but I can instantly tell I would have a much better time with free movement.
03-01-2017 05:31 PM
03-01-2017 05:34 PM
03-01-2017 05:39 PM
03-01-2017 05:47 PM
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03-01-2017 05:48 PM
KillCard said:
OpticKing said:
Signed, teleport changes the entire dynamics of a game. I believe it should be an option for those who DO get sick over free motion, but not the standard and certainly not the only way to move around. I'll tolerate teleport in robo recall(and any other must haves such as fallout vr, etc), but I can instantly tell I would have a much better time with free movement.
The problem is teleport is too cumbersome. You simply cannot point and click a place to move while simultaneously fending off bad guys swarming in to attack you, its like trying to do two things at once with the same control interface (pointing and shooting). If the game is meant to be fast paced, then teleport is an instant disruption to that fast paced nature and it just makes gameplay really awkward.
You can design around it, but it just means making the game slower paced, which puts VR game design too far behind flat game design and will make it too hard to entice newcomers who are experienced gamers. The teleport requirement is just a really bad idea in general for VR, it's already so hard to convey the experience since they can't see/interact with it in anyway that compares with the real thing. Telling people that the VR games cannot do something that flat games can just risks having VR seen as a "gimmick" rather than a legitimate platform.
03-01-2017 06:59 PM
OpticKing said:
KillCard said:
OpticKing said:
Signed, teleport changes the entire dynamics of a game. I believe it should be an option for those who DO get sick over free motion, but not the standard and certainly not the only way to move around. I'll tolerate teleport in robo recall(and any other must haves such as fallout vr, etc), but I can instantly tell I would have a much better time with free movement.
The problem is teleport is too cumbersome. You simply cannot point and click a place to move while simultaneously fending off bad guys swarming in to attack you, its like trying to do two things at once with the same control interface (pointing and shooting). If the game is meant to be fast paced, then teleport is an instant disruption to that fast paced nature and it just makes gameplay really awkward.
You can design around it, but it just means making the game slower paced, which puts VR game design too far behind flat game design and will make it too hard to entice newcomers who are experienced gamers. The teleport requirement is just a really bad idea in general for VR, it's already so hard to convey the experience since they can't see/interact with it in anyway that compares with the real thing. Telling people that the VR games cannot do something that flat games can just risks having VR seen as a "gimmick" rather than a legitimate platform.
I agree, but you do see the issue devs have right? 1: make it free locomotion - a chunk o' people get sick review it and sales drop or 2: make it teleport - people can play the game sans nausea but are miffed about the immersion breaking and game mechanic change that comes with it. or 3: make both and try to somehow balance your game mechanics so both are equal during use.
03-01-2017 07:55 PM
03-01-2017 08:43 PM