I'm having a hard time imagining these new VR headsets will work well on anything other then cockpit-style games. Here's what I mean by cockpit style:
-: Fighter jet, spaceship, vehicle.
I think it could possibly work well from a table-top oriented position as well
-: RTS armchair position (Europa Universalis); Floating God-like vision (think Black&White, Total War, etc.)
I don't think this will work well, for the majority of people, on the following genres:
-FPS, third-person action, Adventure, Side-scroller,
There will just be too much nausea and disorientation without complete 1:1 body movement. That means your hands, arms, everything is completely mimicked in game.
...........but the caveat is that it would be MOST impressive and immersive as a FPS. Hands down.
So what will happen....will there be a way to make FPS games not make 15-30% of regular gamers completely sick after 30 minutes?
Would VR Have to be restricted...almost like TrackIR...to make it less disorienting?
I like how the technology is now here...but I don't know if we completely understand how to make a proper VR game...based on the way we currently design and portray the FPS experience.
-: Fighter jet, spaceship, vehicle.
I think it could possibly work well from a table-top oriented position as well
-: RTS armchair position (Europa Universalis); Floating God-like vision (think Black&White, Total War, etc.)
I don't think this will work well, for the majority of people, on the following genres:
-FPS, third-person action, Adventure, Side-scroller,
There will just be too much nausea and disorientation without complete 1:1 body movement. That means your hands, arms, everything is completely mimicked in game.
...........but the caveat is that it would be MOST impressive and immersive as a FPS. Hands down.
So what will happen....will there be a way to make FPS games not make 15-30% of regular gamers completely sick after 30 minutes?
Would VR Have to be restricted...almost like TrackIR...to make it less disorienting?
I like how the technology is now here...but I don't know if we completely understand how to make a proper VR game...based on the way we currently design and portray the FPS experience.