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When we transitioned from 4:3 monitors to 16:9/16:10, a lot of people were nauseated by the incorrect application of widescreen, which IIRC ended up displacing
by kmfrk 2y ago
When we transitioned from 4:3 monitors to 16:9/16:10, a lot of people were nauseated by the incorrect application of widescreen, which IIRC ended up displacing the player relative to the camera.
It created a lot of controversy for BioShock, and a patch was eventually made to fix it - just as it helped grow the "widescreen gaming" community[1].
Sometimes I wonder what inflection point it took for people to make a big deal out of it back then compared to now. People still don't know what FOV a game is generally suppoed to be on a 16:9, and games don't usually care to educate you.
Monster Hunter Wilds comes with accessibility features for motion sickness[2], which is a pleasant, and rare, surprise. But people with motion sickness would probably prefer some kind of assurance before they spend money on it, I imagine.
[1]: https://www.wsgf.org/dr/bioshock https://www.wsgf.org/dr/bioshock
[2]: https://www.eurogamer.net/monster-hunter-wilds-arachnophobia-mode-turns-eight-legged-critters-into-amusing-blobs https://www.eurogamer.net/monster-hunter-wilds-arachnophobia...
- joshuaheard 2y agoI was fine until I got a super-wide curved screen. Then I started to get motion sickness after playing a computer game for a while. I think the article makes a valid point about developers treating motion sickness like an accessibility feature allowing for changes. For me, narrowing the FOV helped.