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If anything, it shows that Rec Room has always had really good art direction and whoever did the UX is a genius. Back when I was active in it (many years ago)
by Hamcha 4y ago
If anything, it shows that Rec Room has always had really good art direction and whoever did the UX is a genius.
Back when I was active in it (many years ago) I remember seeing them eager to drop the typical UI approaches for stuff that just makes more sense:
- Buttons in menus are actual buttons that you physically press down, instead of touch-sensitive rounded boxes
- You literally pick stuff out from your flat inventory
- You can interact with people with gestures (handshake to add friend, fist bump to join party)
I feel other games (Meta, but also VRChat and Neos and Chillout etc!) are too "stuck" on what the computer world feels like to understand what VR allows them to do… or maybe they're just lazy.
- CRConrad 4y ago> I feel other games (Meta, but also VRChat and Neos and Chillout etc!) are too "stuck" on what the computer world feels like to understand what VR allows them to do… Too drunk on the "Boo, skeumorphism! Bad! BAD!!!11!" Kool-Aid?
- Hamcha 4y agoIsn't that the point though? A lot of our UIs use skeumorphism, adapted to work on a single point input device on a flat 2D plane. VR changes both input device and medium, so the analogies should translate as well. If you slap a 2D plane in front of the player and let them have a virtual mouse it's gonna be a familiar but miserable experience.
- CRConrad 4y agoYeah, that's what I meant (I think we're agreeing here, just not 1000% sure): This UI is supposed to mimic the real world, so imitating the real world can't be as bad here as it is (often exaggeratedly claimed to be) on a flat screen.