Alexios
Cores, shaders and BIOS oh my!
Plenty games have mature deep and fun motion controls, saying they're all primitive waggling is just way off the mark and shows a lack of experience with PC VR more than anything. Or intent to troll. You don't have to like them but that doesn't make them objectively bad. Don't be that guy.
There already are well established templates for certain kinds of games that work well. Ie, Pavlov, Onward and Contractors all have similar controls just as all non VR FPS play quite similarly, even if the games end up different in terms of speed, realism and gameplay style.
It's not even just a strictly FPS template as they have the needed interactions and basic inputs (like which button does what) for any game type and it's always jarring when some dev chooses to do it a bit differently for whatever reason. I want to grab with the middle finger trigger on Touch, release it to let go of/throw the object I'm holding, release it in preset attachment spots if I'm to place it in my inventory/belt and so on. I want to move myself with the left analog stick and use artificial rotation with the right stick (I find it quite convenient even with 360 dof VR). Etc.
The same goes for melee combat or archery whether it's something fully physics driven and semi-realistic like Blade & Sorcery or something gamey like In Death and the simplistic melee systems in Vengeful Rites, the basics are very similar and work pretty great when done well. Basically the controls shown when you fire up an Oculus and get the tutorial, First Contact and Oculus Home are intuitive and can apply to just about any game in varying degrees. The bow in Oculus Home and the laser toy gun are as intuitive and natural as any game centered around those particular mechanics, which is a pretty big achievement. The rest of the non VR game design outside the actual methods of interaction apply just the same in VR which is what helps with having mature games even though the technology is new as we only got hand tracking like 3-4 years ago!
Which isn't to say the tracking tech is primitive either, Vive did it first and did it impeccably so right out of the gate, we had motion tracking tech evolve prior to the modern evolution of VR, it's not like they came up with the concept just for Vive.
There already are well established templates for certain kinds of games that work well. Ie, Pavlov, Onward and Contractors all have similar controls just as all non VR FPS play quite similarly, even if the games end up different in terms of speed, realism and gameplay style.
It's not even just a strictly FPS template as they have the needed interactions and basic inputs (like which button does what) for any game type and it's always jarring when some dev chooses to do it a bit differently for whatever reason. I want to grab with the middle finger trigger on Touch, release it to let go of/throw the object I'm holding, release it in preset attachment spots if I'm to place it in my inventory/belt and so on. I want to move myself with the left analog stick and use artificial rotation with the right stick (I find it quite convenient even with 360 dof VR). Etc.
The same goes for melee combat or archery whether it's something fully physics driven and semi-realistic like Blade & Sorcery or something gamey like In Death and the simplistic melee systems in Vengeful Rites, the basics are very similar and work pretty great when done well. Basically the controls shown when you fire up an Oculus and get the tutorial, First Contact and Oculus Home are intuitive and can apply to just about any game in varying degrees. The bow in Oculus Home and the laser toy gun are as intuitive and natural as any game centered around those particular mechanics, which is a pretty big achievement. The rest of the non VR game design outside the actual methods of interaction apply just the same in VR which is what helps with having mature games even though the technology is new as we only got hand tracking like 3-4 years ago!
Which isn't to say the tracking tech is primitive either, Vive did it first and did it impeccably so right out of the gate, we had motion tracking tech evolve prior to the modern evolution of VR, it's not like they came up with the concept just for Vive.
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