VR is Bringing Back the Arcade Era of Gaming

Yes, most of VR right now is tech demos because developers haven't figured out how to do a lot of stuff that was taken for granted with "traditional" non-vr stuff, and there is still more to figure out.

Movement is probably the biggest problem right now. In non-vr we were able to simply just move the camera to move the player. Right now in VR, our current best practices solution is the short-range teleport for movement. There are things like Omni-directional treadmills, but only a small subset of users have them, so we can't leverage that for movement.

Another thing that was taken for granted in non-vr was GUIs, or HUDs. With a monitor, we knew that the player had four corners, and so we could put HP in one, chat messages in another, quests on the other side. With VR, we can't do that as there are no 'corners' in VR.

We also have an issue of competing standards, which admittedly, is getting better. In "Traditional" PC gaming, we knew all players had a keyboard and a mouse, and we could design around that. In VR, we have more of a problem. Vive has room-scale, and has controllers with a pressable trackpad, trigger, "grip" buttons, and a menu button. Oculus is releasing room-scale soon, but they have diffrent controllers. Theirs has a pressable joy stick, two trigger, and two buttons.

Until all this is figured out, and install bases increase in size, VR will continue to be tech-demos and ideas.

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