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originally posted in: I just had the greatest idea.
7/7/2018 3:05:18 AM
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Well, VR gunplay seems to be a solved question and there’s at least two parkour VR games that might have solved the questions, so it could work, provided your brain doesn’t try and calculate your play session and go “wait we’re not moving at these incredible speed or placing ourselves against any walls, this doesn’t make sense! STOMACH DO SOMETHING!” If anything, as I’ve said again and again, I want a mechwarrior VR game. I wanna sit in the cockpit of 50 or more ton machine and exchange salvos of missiles or lasers, or autocannons, or gauss rifles, or machine guns, or ppcs. Ever since I played Mechwarrior 4 Mercenaries with a joystick in summers at a Children’s Museum I’ve wanted this.
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  • Exactly man, imagine sitting (or standing?) in the cockpit of a massive robot and clunking around destroying the environment and all that stuff. Plus, the fluidity of Titanfall’s movement outside of mech combat seems like it could work really well. Running around with an SMG in one hand and using a grappling hook with the other would be so cool, especially while evading the threat of enemy mechs. Plus, VR would allow you to really get a sense of the scale of the Titans and see just how huge they are.

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  • I imagine sitting would work better for the mech portion, but the pilot section is probably best done standing up. Might just be my bias there, but if it’s true then that would be a bit of a hurdle. The other hurdle, as mentioned, is how fast paced VR and movement that isn’t teleportation often leads to motion sickness. Again, for some reason there seems to be a part of human brains that will often take somebody walking/running in a game in VR and wonder why the body isn’t moving at the same speed. There was one VR game that was about grappling along floating island or something and it had to develop an option to put your character in a cage to give the brain some kind of anchor to reality so it wouldn’t cause nausea in an attempt to calculate what is and isn’t real. It’s also why many games have you teleport instead of walk to locations. Although your mention of scale is reminding me of something else: weight in animation. I remember watching a video where somebody who works on Kaiju fictions discussed how an important part of establishing the scale of something huge is how slow and weighty they move.

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  • I mean you’re right but like you said in your first comment, there are a couple parkour VR games that have figured out a way to solve that issue of nausea; games like Sprint Vector have nailed it so that people can play for hours at a time, and the only reason they have to quit is because playing the game is like a marathon, as opposed to nausea. Plus, with more time spent in VR, people seem to be able to get over the initial motion-sickness that smooth locomotion gives them. And as for the standing/sitting in a mech, I guess it kind of depends on the game. Titanfall seems more like the kind of mechs that are controlled with motion rather than joysticks in the cockpit, where other games might seem like the latter.

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  • I’ll need ti check out sprint vector if that’s the case.

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  • You totally should, I hear it’s super fun.

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