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> If you can’t do something in VR because of a limited range of motion in real life, I think that you have failed as a VR developer.

I have never disagreed with an opinion on VR more. The worst VR experiences are the ones that would be possible without the VR. I thought half life Alyx was bad because of this. I don’t want to treat my headset as just another screen.



There's a difference between possible and being the default. What's being said is akin to complaining about UIs that are mouse centric not having a way to navigate or select controls by keyboard, which is a valid complaint. It doesn't have the be the default, it doesn't even have to show itself without a special setting being toggled, but it should be possible.


> "The worst VR experiences are the ones that would be possible without the VR"

Have to assume you meant "impossible", otherwise I'm confused by your comment.

And I have to disagree. There's nothing wrong with giving people are few nice powers and magic forces over their environment. In real life, I'd love to have a way to pick up objects from a distance. Who wouldn't want that? VR can provide that easily.


what would be a shortlist of your best VR experiences?


I personally thought Dragon Fist was one of the few games that makes you really feel like you're in the space. The only bad part is that few people have enough space to really play it properly and the movement button is so awkward to use. Also, it is one of the games with the highest danger of you punching the wall by accident, even with a conservative guardian boundary.

Caveat: I don't get VR sick and hate all of the clunky movement options you are stuck with in most games. Teleporting around is never not awkward.

I also enjoyed Down the Rabbit Hole, but I have to admit that it could have worked just as well on a regular screen.


It works so well for seated driving/flying sims.

God I love Star Wars Squadrons.




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