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> "Taking a typical first-person game and VR-izing it is pretty easy" This isn't true, though. Developers have found that existing genres are incredibly diffic
by potatolicious 10y ago
> "Taking a typical first-person game and VR-izing it is pretty easy"
This isn't true, though. Developers have found that existing genres are incredibly difficult to adapt into VR. First-person games have had the most trouble adapting to VR because moving the player without a corresponding real-world movement is disorienting.
The abstraction of moving with a controller actually made FPSes even possible - what we've found is that allowing free-look with a VR headset and movement with a joystick is basically impossible to implement well.
If you're looking to your left and push up on your joystick, should the player move in the direction you're looking? Or in the direction of your torso? Worse, having the player move through the world even though the player is physically still causes nausea and disorientation in even seasoned VR users.
First-person game devs have largely settled on teleportation as the replacement - you can't move the player around like you do in a normal game, you can only teleport them to fixed positions. This has solved the disorientation problem at the cost of immersion - most games don't have a convenient in-world explanation for why the player gets to teleport around - and also removes dimensions of gameplay (teleportation makes dodging enemy attacks stupidly easy, after all).
Some modders have shoved VR support into traditional FPSes, and for all of the above reasons these are unplayable. Some have altered their gameplay to support teleportation, and some have disallowed player movement at all (see: Superhot VR). In any case, adapting games to VR is really hard, and in many ways controllers/keyboard/mice were much easier.
- mikeash 10y agoThanks for the info. There are, however, a lot of first-person games where the player controls some sort of vehicle, where all of this is basically solved by default. That's still enough for a lot of content.