I feel like many designers and developers are so focused on solving problems that they miss opportunities to AVOID problems. In VR; movement is a problem. Much effort is made inventing movement schemes, but whole genres of games that DONT NEED movement goes underserved. #gamedev
At the same time there are a few hype machines which want to cater to non-VR AAA expectations and simply use smooth locomotion. I imagine those will convince people to buy the hardware but will be terrible first experiences and will scare away more people in the long run.
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Yeah this is worrisome. The vast majority of the needed market has yet not been attracted or onboarded. Would love for resolution to try (harder) to make a game specifically to a) attract, and b) be a great first experience.
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Me too! That said, I believe that was one of the main goals of Bait. Acron is another good ambassador for VR in a party setting, letting the players understand the concept before jumping into the headset.
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