@MrGeezer said:
I'm just curious, but what exactly is "room scale VR"?
Because from the sounds of it, I'm imagining that I have to devote an entire freaking room to it.
And if that's the case...jesus christ, dude. I don't care how inexpensive the VR tech gets, the real stumbling block there would be my freaking home. I don't have a spare room that I can devote to proper VR, and I am certainly not gonna add on a room for that purpose or move into a house with an extra/bigger room.
You could sell the shit for $20, but the second that I hear "room scale", I'm like, "no thanks."
It's what it sounds like, but like Kinect, Move, Wii, or anything else that demands you move around, no, you don't have to -devote- a room to it but you need some space. Obviously you can use a living room or family room type area if you've got the room. Not everyone will have the room, and not every game demands room scale (many can be played sitting or standing in one place). If you've got the space to devote to it, go for it, but it's not like you have to devote a whole room to it ala Troy and Ahbed's "Dreamatorium"/holodeck from Community:
That said, this ain't cheap. Odds are if you've got the bucks to shell out for a Vive/Oculus and the kind of PC that can handle it, you probably aren't living in a hovel (unless you are broke because you spend all your money on your PC, in which case you've got other problems).
@mane_basic said:
meh room scale is cool for arcade style games not sure how that going to work for like a full on game like halo, COD, and mass effect
This is missing the point of VR. It's not about "how do we shoehorn the games we like already into VR" or "does it make my favorite FPS better?", it's about the new kinds of games they can make using VR, room space, and motion controls. There are some games like Eve Valkyrie which, while designed from the ground up, could honestly still have been done outside of VR. Ethan Carter is also a great VR experience and I played it entirely on my Oculus which was an amazing way to experience an already great game, but as an exploration/puzzle based FPS it can be played just fine without VR.
However, games like Audioshield are games that can only exist in VR with motion controls because if you take those away it would literally make it a completely different game.
Vanishing Realms is another good example. The point of that game is that -you- are exploring this dungeon and -you- are swinging the sword or blocking with the shield or ducking an arrow because if you don't it's about to hit you in the head. If you take away the VR element, these become different games because the motion control or the room space are such an integral part of the mechanic. Same goes for Fantastic Contraption, Brookhaven, HordeZ, or Budget Cuts. Sure, some of these games are more simplistic than others and a few of them are just demos at this point, but Brookhaven (while a mostly a stationary siege shooter) actually has a lot of content now that it got it's actual release.
So no, I wouldn't call it dead but it's in its infancy for sure. I have no idea what'll happen in the future, but the success or failure of VR will hinge on games made with VR in mind or exclusively for VR. Making new games that use the medium the same way mobile and handheld games started catering to their strengths with original content instead of those being weaknesses as they tried to just port every console game onto a touchscreen device.
-Byshop
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