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And I think maybe flat screen can learn from VR, move away from stuff that is just too much film and too little game."Įven simple concepts need to be redefined for VR. The challenge is finding ways to tell stories that don't need that. " at long cutscenes the camera controlling everything you see - that's not gonna happen either. "Flat screen can learn from VR, move away from stuff that is too much film and too little game" "Of course, we can render a third-person dude in the game and have it respond to button inputs, but that's not fun - that's not VR. "To do something that actually requires timing as precise as you'd find in a Street Fighter game is just not gonna happen," says Erik Odeldahl, creative director and co-founder of Apex Construct developer Fast Travel Games. There are things that you simply can't do in VR - or rather shouldn't try to do - such as any type of combo-based combat mechanic or very cinematic experiences. "So iterating quickly in the engine, failing fast, and learning from what works is absolutely critical." "The blueprints and assumptions you have based on traditional game design do not work in the same way when it comes to VR," says Steve Watt, creative director at nDreams. Reviewing ideas quickly and discarding the ones that don't work takes a whole new dimension in VR, especially if you're new to the medium. Polyarc's Moss was one of the early PSVR hits "VR has things it's really good at, and things it's not good at - and a lot of people skip that step of asking: hey, what can this medium do that others can't? Usually they just want to bring an idea from another medium and rubber stamp it." "You need to identify what the medium is good at and what overlaps with your idea for the game," says Danny Bulla, co-founder and game director at Moss developer Polyarc. But time has proven that VR needs ideas tailored for its specific strengths. Be aware of the limitations of VRĭuring the first wave of VR games, a lot of developers just took popular existing concepts and translated them for VR. Some of the subtleties of developing for virtual reality are still being discovered, but there are essential rules that VR pioneers have identified already. So I think it's similar to that, but more challenging." "And during that entire process, we were trying to figure out: what does a 3D game feel like? What should a 3D game be like? I feel like with VR we're at the very start of that, but not only is it a different way of perceiving the world, it's a different way of being present in that world.
#Virtual reality games full#
And eventually we went to full 3D geometry. And later, we had games like Doom which were 3D in the sense of you moving through a level, but they used 2D sprites. An interesting analogy is, back in the late '80s, we had the tech to do real-time 3D rendering but there were only a handful of games that actually did it. "I think the only rule is that there isn't any yet. "It's very difficult to determine what is a should and a shouldn't in VR," says Nick Witsel, game designer at Arizona Sunshine developer Vertigo Games.
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The only rule is that there isn't any yet"
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"It's difficult to determine what is a should and a shouldn't in VR. Key development concepts in VR revolve around locomotion, comfort, interaction and optimisation. Developing for VR poses many challenges that traditional "flat screen" development doesn't have to tackle.
#Virtual reality games plus#
The release of the Oculus Quest last year, plus the recent launch of Half-Life: Alyx, have been steps in the right direction, but VR headset prices are still too steep for a lot of players.įor now, virtual reality is still a niche market populated by developers pushing the boundaries of what games can be. The games industry has been waiting for virtual reality to explode and finally make it to the mainstream for five years.