"No one wants to strap shit to their face."
Yeah.
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"No one wants to strap shit to their face."
Yeah.
I don't think it's a content issue as much as a comfort issue. Literally everyone I know who bought a VR headset, high-end or low-end, has said more or less the same thing: It's impressive, but it starts to hurt after an hour or so. Hard to get and stay immersed when you're in physical discomfort.
It's not even comfort for me, it's the hygiene of it. Touching greasy skin and then sharing... ick. You really need a personal device for everyone which is pricy.
* social interaction
* games that are improved by deep immersion, like horror games.
For social interaction, our tools are getting better every day. VRChat and its similars really are very, very good. A very real downside of it, though, is just how much money you need to spend to get "everything working".At every stage, you'll want to spend more money on it, it feels like.
* Get the headset on? The arms work, but the legs don't.
* Buy hip and leg trackers. Now it can't show what you're looking at -
* gotta buy eye-tracking, but eye-tracking is rare and only exists on like 2 headsets and their support is spotty at best. (Honestly, I think the PSVR2 would FLY off the shelves for a bit if they unlocked its best features for PC).
* Buy face tracking, because people can't tell that you're grinning or making a face at them. - Oh, but that requires attaching something to your existing headset that might be custom or an additional fee because none of the headsets do this well by default.
* buy a better computer to support all that
In the end, each of those steps is __several__ hundred dollars, and some of them require swapping out major parts of your machine for deeper and deeper immersion in the social world.I don't think it's a content issue as much as a comfort issue. Literally everyone I know who bought a VR headset, high-end or low-end, has said more or less the same thing: It's impressive, but it starts to hurt after an hour or so. Hard to get and stay immersed when you're in physical discomfort.
I don't know. Author complains devs are targeting "hard core" game culture with violent games. But my instinct is that only "hard core" gamers are going to want to stick a thing on their head (that they had to pony up large amounts of dosh for, BTW). I also believe in The Market. With the number of years VR headsets have been one the market I am quite confident no one somehow missed a lucrative genre. I see a lot of…
In the game, I was essentially a metal sphere that could "jump" and float through a huge maze. It was a puzzle game.
Tried a ton of games on more modern headsets and never got into them. Zombie games, shooters, sims, etc - nothing came even close to the fascinating experience of that colossal maze.
So in my view, VR games have moved in the wrong direction. From games that explored the new opportunities VR offered to trying -- and failing -- to match the console game experience.
I don't think it's a content issue as much as a comfort issue. Literally everyone I know who bought a VR headset, high-end or low-end, has said more or less the same thing: It's impressive, but it starts to hurt after an hour or so. Hard to get and stay immersed when you're in physical discomfort.
Versus with regular gaming, if my phone buzzes or the laundry goes off, pausing the game and putting down the controller takes two seconds.
I don't know. Author complains devs are targeting "hard core" game culture with violent games. But my instinct is that only "hard core" gamers are going to want to stick a thing on their head (that they had to pony up large amounts of dosh for, BTW). I also believe in The Market. With the number of years VR headsets have been one the market I am quite confident no one somehow missed a lucrative genre. I see a lot of…