3 ms·
I 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 pla
by on_and_off 12y ago
I 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.
- nicholasdrake 12y agowell i guess it's a question of how you make the game easier... either you make it easier in the virtual world (i.e. in a boxing game the punches come slower than a real life boxer would face), or you make it easier in the real world where your actions are enhanced somehow (force of the punch would be an obvious example) yeah force feedback would be really cool but it's unclear how you manufacture those, it's like 4d cinema,, hasn't really caught on right... developers seem to talk a lot about trying to avoid breaking immersion, and maybe that mean no 'force feedback' is better than bad force feedback. but i don't know. makes me think that it might be an all or nothing problem.