More importantly in the long run imo is the restrictions it puts on gamedesign. Just compare Alyx with Doom Eternal. In Alyx you slowly walk or worse, teleport, around. There are few enemies at once and they walk slowly towards you. It’s the opposite of Doom.
In short fast paced action games with lots of movement do not seem to work in VR. Yet I think that intensity is so important to action games. You want to do really cool stuffin games. If you are limiter to the movements you can perform in real life, well that’s a huge minus.
Third person games have been made in VR, but I don’t think there’s a big point in general. That’s another massive issue. Also that you get way more fatigue playing VR.
In short, I was a big believer in VR. But now I’m starting to think it will be a niche thing forever at best.
This is really the wrong way to look at it.
It's simply different design. While in certain aspects it has to be restricted, it also inadvertently opens up aspects.
For example in Halflife 2, the player will simply go into a room, smash a crate, move onto the next room.
In Halflife: Alyx due to the greater interaction the player will inherently spend more time exploring a room, and this became apparent to Valve during development compared to traditional flat-screen design.
Likewise simple head-crab encounters would be a "whatever" thing in Halflife. In Halflife: Alyx they automatically become far more of an engaging experience thanks to requirement of actually aiming, diverting attention with reloading and moving+aiming a far more physically skilled requirement.
I think if you asked most people about tense, they would absolutely put Alyx over Halflife 2 in that regard.
You are correct the gamedesign for VR is not inherently worse or anything. My point is that VR games lean more towards exploration, horror, enviromental interaction, puzzles and those sort of things. But not so much fast paced action with lots of mobility.
If you look at what games do well on flatscreen I’d argue that the latter games do much better than the former. That will be pretty tough for VR to overcome.
I won't disagree there, when it comes to faster paced games like Doom: Eternal VR is pretty much a no go for a wide audience.
Halflife though was always generally a slower paced FPS with elements typically not standard for the genre. Other genres like tactical shooters are leagues better and Pavlov has more or less show Counterstrike pacing is perfectly doable.
VR suffers from what is generally lazy conversions such as Skyrim, and shitty 45 minute - 2 hour junk that feed into the perception of it being a gimmick.
Think that is starting to turn around even prior to Halflife: Alyx with the likes of Walking Dead: Saints And Sinners or Asgard's Wrath and what not.
But ultimately it's more an issue with the software around it than the any limitations of the hardware itself.
Price wise and practicality is improving as well, and as years tik-by can only continue to improve.
Yeah there haven’t been much weight put behind VR yet, so it’s a bit premature to say what I did I guess. If some of the best studios really tried I’m sure they could do awesome things in VR.
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