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I agree completely. The FPS "model" was a great way to translate realistic environments to flat, 2d screens but the typical run-and-gun style of FPS is just te
by soylentcola 11y ago
I agree completely. The FPS "model" was a great way to translate realistic environments to flat, 2d screens but the typical run-and-gun style of FPS is just terrible in VR. Every time I read about these elaborate workarounds (omni-treadmills and the like) I can't help but think that people are missing the point and trying to shoehorn what works in 2d into the VR realm.
I get that FPS-style games seem like perfect contenders for VR since they are already pretty realistic and immersive for 2d constructs. Still, the conventions of FPS evolved to fit the flat world of computer monitors and TV screens. Once you're immersed, running around can be quite nauseating even if you're experienced with VR or have a decent resistance to VR motion sickness.
I'm more interested in trying out (and building) new conventions that are a natural fit for VR. Seated experiences and, eventually, ones that allow for walking around 1:1 in the room you're actually in will beat running around with a controller while looking through a HMD.