Vigormortis said:
MysticSlayer said:
My understanding of what you are saying is that the way VR is combating motion sickness is to use room-scale tracking, which is a method that, from what I've seen, limits in-game space to room space. Then you said VR can also be used sitting down (something I thought was already assumed), which gets us back to dealing with motion sickness (or further limiting the space).
Please correct me if I misinterpreted what you were saying.
Room-scale tracking isn't necessarily tied to being able to move about the room. You can alleviate the issues of motion sickness by properly tracking the users positions, even if that person is only sitting and the game world is moving around them.
That's what I meant. You can dramatically reduce the queasiness as long as the game is accurately tracking where your head position is and what your point of view is. It doesn't necessarily matter if the game world is moving while you're not. It's when what you're seeing is disconnected from what your head is feeling that the problems arise. (so, for example, if you rotate your head but the horizon rotates in the opposite direction)
From my understanding, anyone working on VR headsets has to account for more than just head turning. Yeah, that is some of the most obvious ways motion sickness creeps in, but the Oculus guys had to talk about how even movement around the world was a challenge they were working to overcome. That was over a year ago I think, so I'm not sure how much work still needs to be done.
Which is also true of VR. You can import certain 'standard' gaming experiences into VR without losing much of anything. And, just like the advent of online gaming, VR also offers gaming experiences not possible with 'standard' hardware and methods.
And believe it or not, so did motion controls. We still got games like Super Mario Galaxy and Metroid Prime 3: Corruption, which were, at their core, traditional gaming experiences with a little motion control thrown in. When the Wii started getting extensions that added some 1:1 support, there was also the possibility that things like swordplay could evolve. The problem then is developer support. Despite some initial interest, developers just didn't keep up with the Wii.
Basically, for VR to succeed beyond motion control and mobile, it will need long-term support from developers, including major developers. Online received that support. Motion controls and mobile (not counting constant rehashes of the same simple games) didn't. VR is still in the phase motion control was ten years ago: Receiving decent support, but the long-term success is less obvious.
Which, though? The Wii/WiiU and PSMove are quite inaccurate(not surprising, given their use of antiquated tech), and the Kinect is worse. The Playmotion system is rough, and most mobile 'motion' controls are linked to old-gen tilt sensors and accelerometers.
Closest thing I can think of is the Sixense controller, but that has limited functionality.
The Wii had some extension (I think it was called MotionPlus) that made the motion tracking more accurate, supposedly at 1:1. It came pretty late, and I think Skyward Sword was the only major game to try to take advantage of it.
Doesn't really invalidate my point, nor do parallels in one aspect imply the two technologies are entirely analogous.
The point isn't to entirely invalidate but to point out that having some early social experiences does not necessarily mean that VR will get the support it needs. After all, if social experiences were all we needed, motion controls would have replaced standard controllers years ago.
Extension into other markets for one piece of technology does not negate the potential possibilities of another.
Again, not the point. The point isn't that it won't extend beyond other markets. The point is that it isn't guaranteed to succeed just because those markets adopt the technology. If that were the case, The Escapist would be filled with discussions about Angry Birds, not Dark Souls.
Skepticism is a smart position to take on anything. But let's be fair, consumer-grade VR hasn't even been on the market for a year, not even half a year. Yet, in that short time, it's already proven itself to have more potential than the motion controls and mobile tech of old did.
I think you're forgetting that the Wii initially exploded in popularity, and games like Twilight Princess, Wii Sports, Metroid Prime 3: Corruption, Wii Fit, and Super Mario Galaxy made people excited for what was to come. At the time, motion control didn't seem to have any limit to what it could break into and improve.
Ten years later and motion control is recognized as just a fad that died almost as quickly as it came.
I think that's the crux of our disagreement. I feel we both share a degree of skepticism, but I don't feel it quite as deeply, given what I've seen and experienced.
I can understand. I still feel that a lot of people who dislike motion controls never gave it a proper chance. It doesn't help that the Wii's technological limitations and differences hurt the overall idea. I can imagine that someone who has experienced VR may be just as excited for what is to come as I was for motion controls. And seeing videos of games like Job Simulator, I can't blame them.
I just don't want to spend a lot of money at the moment on something that may flop. I did that on the Wii. Granted, I would probably argue that the Wii was the best console last generation purely on Nintendo's support, but that's another discussion entirely.