AKA is VR inherently flawed?
Right now in VR sword combat is an unsolved problem. Your sword/lightsaber either just goes through everything and gameplay is broken, or your sword/lightsaber is stopped on impact and the VR simulation mismatches your body. It's not a super extreme problem at the moment because VR is still new and fun as a gimmick but how will it work going forward?
Once people are not entertained by the existence of VR itself, I think VR applications need to decide if they are games or if they are sports. Does the game determine the rules or does your physical body determine the rules?
Going back to the sword/lightsaber question, a future version of VR could physically stop your hands to keep them in line with the game. When this happens however, what happens if the player is strong and keeps pushing? Does the game ignore them since in game they have low strength stats, or does the game let them overpower the enemy? What about simple locomotion in VR? An omnidirectional treadmill is the dream but what happens when you tire faster than your character? How is that balanced?
Until VR becomes a chip in your brain, it kinda feels like this sport like nature of VR needs to be embraced. Games where you escape from the physical limitations of your body will be better played with a gamepad.
Right now in VR sword combat is an unsolved problem. Your sword/lightsaber either just goes through everything and gameplay is broken, or your sword/lightsaber is stopped on impact and the VR simulation mismatches your body. It's not a super extreme problem at the moment because VR is still new and fun as a gimmick but how will it work going forward?
Once people are not entertained by the existence of VR itself, I think VR applications need to decide if they are games or if they are sports. Does the game determine the rules or does your physical body determine the rules?
Going back to the sword/lightsaber question, a future version of VR could physically stop your hands to keep them in line with the game. When this happens however, what happens if the player is strong and keeps pushing? Does the game ignore them since in game they have low strength stats, or does the game let them overpower the enemy? What about simple locomotion in VR? An omnidirectional treadmill is the dream but what happens when you tire faster than your character? How is that balanced?
Until VR becomes a chip in your brain, it kinda feels like this sport like nature of VR needs to be embraced. Games where you escape from the physical limitations of your body will be better played with a gamepad.