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I think natural walking is more likely to take off. Why abstract it when you can just walk. Sure there will be issues with running out of real world space. But
by endergen 12y ago
I think natural walking is more likely to take off. Why abstract it when you can just walk. Sure there will be issues with running out of real world space. But that can probably be solved via some sort of body based gesture.
I say this, after going through the original Crescent Bay demo at Oculus Connect, where being able to walk around even within a 4x4 foot cube of space it was amazing having real world movement match your characters.
- bglazer 12y agoI think it's running that opens up a lot of possibilities. That's really not possible in the vast majority of spaces, especially with a headset. Maybe I'm overestimating the amount of physical effort people are willing to take for video games, but there's some precedent with Dance Dance Revolution for example.
- jay_kyburz 12y agoNo, I think you are right. You can't play Counter Strike or Team Fortress and casually walk around the map. If you're making a dash for the flag you need to run. Also, walls.
- deleted 12y ago[deleted]
- prawn 12y agoNot sure how we're going to mimic that without force-feedback bodysuits or wiring directly to perception through our brains. e.g., make me convinced that I am walking or falling or climbing a wall.
- acous 12y agoIt's already established that traditional FPS games don't translate well to VR (it's even mentioned in the article). VR is a relatively unexplored medium and it comes with new constraints as well as new possibilities. Long range locomotion is one restriction that doesn't seem easily solvable.
- nicholasdrake 12y agoyeah the problem is you want to somehow augment physical actions. no game is going to take off if all you do is move around at walking speed.. as palmer luckey has said a guy playing COD is not actually capable of doing all the stuff a real marine does, so then the question is how far do you take it?? like if i'm playing an nba game it seems fairly plausible that my 1 foot vertical could become a 3 foot vertical, or that my poor mechanics shooting a basketball where in real life i only sink the 3 pointer 10% of the time, when i'm playing as stephen curry the game interprets as 50% of the time.. i think one of the problems is that what makes video games so compelling and addictive is that they are an order of magnitude easier to get really good at then real life... e.g. sword fighting in a game versus sword fighting in real life.. if games become too realistic in their mechanics e.g. i actually have to master good footwork and how to swing a sword properly the game because too difficult
- RealityVoid 12y agoSelf-adjustable difficulty. You might get some slack, that slowly fades away and you get closer and closer to the real thing. I believe it is doable with certain aspects.
- on_and_off 12y agoI would love to play such a 1:1 movement rendering game. I am not going to swordfight people in real life (well, I don't think I will) but I would love to play to a simulation of such a fight. Force feedback is a tremendous challenge for such a thing though. Other activities I would love to have VR for : wingsuits, photorealistic freefall from space, parkour, gun fights, reckless driving ... Yes, I would get destroyed at many of these activities when playing against professionals but I am not a professional player able to play dozen of hours each day so I don't see that argument as that much of a problem. Furthermore, most people seem to favor offline play where the difficulty is up to the developer. It can even be tuned in real time (cf Max Payne) but I don't think it is a great idea. I replayed to Half-Life 1&2 recently, I have got the feeling that this game would be 10 times more fun with a VR experience : crawl through vent and glimpse across a corner gun first, slalom with the airboat.. The technology is far from being there, but I am already sold. The list is pretty much endless.