I think a fascinating part of Alyx is Valve choosing a female protagonist. 85%+ of VR users are male, compared to say 70/30 male/female balance of say Fornite. (1/2) Any way you carve it the audience for Alyx is going to weight heavily male. And research suggests that gender-swapping in VR is a profound psychological experience: https://ieeexplore.ieee.org/document/8260949 (1) https://www.rakutenintelligence.com/blog…
Female protagonists in game is the new fad. It has nothing to do with the gender ratio of the players playing the game.
Half-Life: Alyx
211–220 of 444 posts
Re: Half-Life: Alyx
#212Earlier quoted context omitted.
> When Valve puts their full muscle and creative energy behind something as a flagship, lead-off hitter, they've yet to disappoint. Genuine question: when would you say is the last time they did that? I don't really think of Dota 2 or CS:GO or whatever to be "flagships." I'd have to go back to, Portal 2, I guess, but I'm not sure even that I would call a "flagship," just a really good game. Certainly the Orange Box a…
Seriously curious, how is CS:GO not a flagship? It’s core to the esports scene, and is always one of the most played games on steam.
At least, in my initial comment, that's the intention I had in mind.
Re: Half-Life: Alyx
#213A cool idea that I'd never ever ever try. Half Life 1 on low res was scary enough. In all seriousness though – is there any studies done on potential PTSD-like effects that arise from this sort of VR game?
Re: Half-Life: Alyx
#214I guess I'm buying VR gear then.
Re: Half-Life: Alyx
#215Earlier quoted context omitted.
I think we're all waiting with bated breath to see if Valve can push VR into the mainstream with this or anything else they do. I'm not going to buy a kit just to play glorified mobile games, but if this is really the future of entertainment then I can see myself buying a headset.
> I'm not going to buy a kit just to play glorified mobile games I assume you're referring to the Quest? Is that a statement based on your experience playing games on it, or what you assume they'll be like? I view it less like mobile games, and more like games put our for the Gameboy. Specifically tailored to achieve good and consistent gameplay based on the target platform. This is partially because Oculus is being…
Re: Half-Life: Alyx
#216Earlier quoted context omitted.
I think you underestimate how popular Half-Life was. The #1 game played on steam right now is a former HL mod, Counter Strike. I don't think the market for HL is small at all. VR, though, is a different story. That absolutely limits the market. That being said, I'd wager that a majority of people who play VR games on PC will likely buy this game, as it's probably the first true AAA title developed specifically for VR…
counter strike is a completely different game than half life. it's been sold as a separate game for decades. just because they share a former history doesnt mean anyone who is interested in counter strike is interested in this new half life game. i'd say its almost completely opposite userbases. one more hard core competitive multiplayer fps, the other casual single player VR. VR is an incredibly small market and i t…
This is going to expand the market vastly because it will make it much cheaper to develop quality VR games. In a couple of years, I predict the average purchase of this game will be to play the mods rather than the core game.
Re: Half-Life: Alyx
#217Community built environments are possible - that's a pretty huge thing!
Re: Half-Life: Alyx
#218Pretty lame that there's no Linux support. Valve was supposed to be on our side. Oh well :(
Re: Half-Life: Alyx
#219Earlier quoted context omitted.
Nobody is going to play games that make them sick. Ever. It will not happen. This is not a solved problem, and VR will never be anything but a niche technology until you can walk in a video game without needing to throw up.
Not all video games involve walking or lots of motion. I think a game like Myst with puzzles that you manipulate with your hands could be pretty interesting.
Re: Half-Life: Alyx
#220Earlier quoted context omitted.
Do people still get motion sickness from 3D movies?
1. A movie is what 90 minutes? 2. Movies aren't often filmed from first person perspective for any length of time.
From my very thorough research (googling "3D movie sick", and looking at the dates; all from the period 2010-2015) this doesn't seem to be a big problem any more. Now this could of course also be because people have just accepted that it is not for them, the people who get sick don't talk about it any more, or people in general have just moved on from 3D, but it does make me wonder. Could the motion sickness not also just be a temporary thing for VR?