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Early Dev / Re: Introducing... RogueVR, a VIRTUAL REALITY experience of the classic!
« on: August 09, 2015, 07:49:12 PM »
What you essentially just said is that any first-person RPG is bound to fail in VR.
Why do I say "any" first-person RPG? Because your mindset falls into the same trap as other people's (as I noted previously): that first-person experience in VR should imitate first-person experience on the computer screen... ie, real-time / free-range movement.
The reality is actually the opposite; turn-based is actually even more suitable for VR than it is in a typical 3D non-VR first-person game, and here's why:
Our project is to showcase the ways that things must change when you go from first-person on a computer monitor to first-person in VR. People want to do it the same way... you can't (or, at least, you shouldn't, because it's a miserable experience)
[In fact, even our industrial-espionage game has a major innovation/difference in the method of movement/gameplay, such that movement and even speed become a natural part of the game; hint: you aren't walking/running around like most FPS games because, as I've already pointed out, that experience sucks in VR. Anybody who thinks CoD, Battlefield, CounterStrike, Team Fortress would be fun in VR should give it a try and keep a timer running to see how long they can go before feeling queasy.]
While RogueVR is not exactly tile-based (that could possibly put too much of a constraint on the suspension of disbelief), it is fairly slow and methodical turn-based -- no need to run around, and you have time to actually make decisions and choices. (Honestly, I've often preferred this even for non-VR first-person RPGs on the computer... I never did the real-time battles in Fallout 3, for example; always chose the turn-based combat system.)
I get the feeling not many (if any?) people on this forum have tried much VR...
It's really motivational for us to get this game out there and show how things should be done!
Why do I say "any" first-person RPG? Because your mindset falls into the same trap as other people's (as I noted previously): that first-person experience in VR should imitate first-person experience on the computer screen... ie, real-time / free-range movement.
The reality is actually the opposite; turn-based is actually even more suitable for VR than it is in a typical 3D non-VR first-person game, and here's why:
- rapid movements in VR cause vertigo/nausea/motion-sickness. You can't just be running around all over the place. (about the closest you can come is a game like Temple Run, where you are moving quickly but constrained to one forward direction... so, no major movement/orientation changes. Even that is borderline.)
- you can't just use a controller (or mouse or keyboard) to move around the environment like you do on a computer screen. It is instant vertigo when your head thinks it is facing one direction, then suddenly it spins to face another. Likewise, the motion of your body movements (like strafing) when moving is jarring.
- because of the two above conditions, a game that involves slow and methodical moving (walking, especially in the direction you are facing) is ideal. Well, since you can't very easily use a controller to do this and have it be a comfortable experience, this means there are generally "look-triggered events" that need to occur, which automatically slow the game down, but make it a 100% natural fit for turn-based (not real-time) gameplay
Our project is to showcase the ways that things must change when you go from first-person on a computer monitor to first-person in VR. People want to do it the same way... you can't (or, at least, you shouldn't, because it's a miserable experience)
[In fact, even our industrial-espionage game has a major innovation/difference in the method of movement/gameplay, such that movement and even speed become a natural part of the game; hint: you aren't walking/running around like most FPS games because, as I've already pointed out, that experience sucks in VR. Anybody who thinks CoD, Battlefield, CounterStrike, Team Fortress would be fun in VR should give it a try and keep a timer running to see how long they can go before feeling queasy.]
While RogueVR is not exactly tile-based (that could possibly put too much of a constraint on the suspension of disbelief), it is fairly slow and methodical turn-based -- no need to run around, and you have time to actually make decisions and choices. (Honestly, I've often preferred this even for non-VR first-person RPGs on the computer... I never did the real-time battles in Fallout 3, for example; always chose the turn-based combat system.)
I get the feeling not many (if any?) people on this forum have tried much VR...
It's really motivational for us to get this game out there and show how things should be done!