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This actually brings up an interesting point I and other VR devs need to consider for our games.

We're aware of the concept of a difficulty level in games. But we now need to consider the concept of a "fitness level".

That's not so much a problem for my current game, Left-Hand Path, because whilst it's physical it's not focused on physical exertion (except in the "suddenly elevated heartrate" area :) ).

But for the next game I'm working on, which is currently roughed out as a more conventional combat-focused RPG with a heavy physical focus, I really need to consider how I can make something that'll be physically intense and challenging for someone like evo_9, whilst also not making it completely impenetrable for someone who's unfit.

Just another interesting challenge in a VR dev's day :)



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