this post was submitted on 26 Dec 2023
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Ehh, at least on foot. I played "The Key", which is a short serious game about a serious topic (don't wanna spoiler it) and there isn't really all THAT much gameplay in the traditional sense but it did hit me a lot harder than if it was on flatscreen
SPOILERS FOR THAT GAME
spoiler
It's very artsy and full of allegories and stuff for loss and it turns out in the end it's about the experience of refugees. It's all very much couched in weird artsy fever dream aesthetic up until the reveal, in which it transports you into a very realistic bombed out middle eastern house and gotta be honest, that hit like a ton of bricksThe sense of 'presence' in a space is the other special component of VR. I've only had a chance to play a few demos a few years ago, but the sense of scale and space is really profound compared to a screen. I think stuff like that could be really cool, but it doesn't fit well with the mainstream gamer preconceptions of a VR game. One of the early demos featured being underwater as a blue whale swam overhead, and it was intense. Thanks for the info about The Key.
I wish more devs would go hard on that. Stick the players in tesseracts, do all that stuff that Superliminal and the old Prey did. 720 degree circles, rooms that are longer when you cross north to south than south to north. You could get really fucking weird with space and presence in ways that are impossible in real life.
I think the medium is still very restricted - Economically it's very marginal with a limited audience. The tools are still quite limited. And the artistic language of VR is not mature at all.
I imagine a lot of devs are cautious about that kind of thing because of VR sickness.
The road of progress is paved with the bones of cowards.
The road of progress is paved with ~~the bones of cowards.~~ buckets of sick