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by rolenthedeep
1185 days ago
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That's the R in VR: reality. The focus in VR games right now is creating realistic interactions. Ideally, your controllers should be only for interacting with meta content, like menus and other things "outside" of the game, or for controlling virtual hands. Pushing a button to trigger a visible sequence of actions from your character breaks the immersion. It creates a separation between you and your character in a scenario where you're supposed to be the character. Ultimately it is a stylistic choice. There's definitely room for both types of game in this space, but combining realistic and arcade style interactions in the same game tends to not work that well. A big part of VR is manipulating psychology to fool you into feeling more immersed. It works pretty well until it doesn't, then users can become very uncomfortable. I think the main problem here is semantics. We use the term VR to describe wholly-immersive games as well as traditional flat games with a 3D head mounted display, and everything in between. OP seems to just want a HMD experience tied to a traditional game. The industry really needs to come up with new terms to disambiguate these ideas. |
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