At its core, a good video game needs good gameplay. Creating something, overcoming challenges, experimenting. etc. Controls and button inputs are designed in such a way that it minimizes the interface between the player's decisions/actions and the response of the game so that they can plug themselves completely into the gameplay. For example, reloading a gun is just a button press. Nobody wants to have to engage in an elaborate sequence of actions/inputs every time they reload their gun. VR does the opposite of this. Every time you want to reload your gun, you must repeat a certain action. This is because the focus of VR is on immersion. But immersing someone in something repetitive soon becomes boring. Having to reload your gun by physically moving your hands is immersive and cool, but by the 100th time, you probably don't care for the gimmick anymore, and just want to play the game (if there even is one). There needs to be something more than an immersive story.
For example, if someone picked up the game Left 4 Dead, they might be thinking, "woah this looks spooky, I can't wait to get immersed in this horror world!" But if they're still playing a month later, it's not because they are immersed, it's because they are entertained by the gameplay. They no longer see elements in the game for their context in the story, they simply see objectives, targets and goals. That's the gameplay underneath the theme and story.
A story, packaged and sold as a video game, such as The last of us, Life is Strange, Beyond: Two Souls, etc. may be immersive, engaging, and enjoyable, but there's little to no gameplay, it's all just devices used to slow the story down. This doesn't make for a replayable experience. There's no challenge, no creation, no experimentation besides from branching story lines that will have very little effect on the plot. You won't be replaying this game in the same way you don't rewind and rewatch a movie as soon as it hits the credits.
VR is a tool to increase immersion. It's great for story based games, but cannot make replayable video games. If someone did somehow release a game with good gameplay on a VR headset, people would quickly find ways of playing without the headset, because they want to have nothing between them and the gameplay, and have gotten over the immersion gimmick
Half Life Alyx, is a story driven game. It has very little replayability, and there's hardly any substantive gameplay. You don't need to play it once you know the story and lore. For proof, consider how the game would play without the VR element. People have even modded it to work this way, and it's very boring. And this is pretty much what peak VR looks like. An immersive, short lived experience, with little gameplay underneath.
TL;DR: VR can never make video games for gamers, only gimmick experiences with no replayability
Charles Campbell
Explain Asgards Wrath, Skyrim Vr or Fallout vr. Al 3 are great full blown games in vr for "gamers" and their work great. Also sim games are fucking fantastic, and I had nothing with those games,but thanks to VR i'm really enjoying those games. VR games shouldnt be traditonal, they should be something else completly and asking for "true gamer games" is missing the point.
William Harris
I don't have VR but I would legit rather play a good FPS wearing a VR headset sitting down using a mouse and keyboard than fiddlesticks.
Nathan Hall
No OP you're just a fat faggot who has never put on a headset. >i don't like shooting at the range because i can't use my controller to reload Amazing argument
VR has basically zero downsides and massive upsides for vehicle games. You get literally the same gameplay you'd get on a flatscreen but with better immersion, more peripheral vision and headtracking to see even more without fiddling with awkward camera controls(usually aren't easily mapped to a joystick or racing wheel). And you have a physical controller with actual physical feedback instead of vague motion controls.
Evan Carter
t. never played a vehicle game in vr the lack of feedback from velocity just ends up being incredibly disapointing, distracting, and honestly, completely breaks any immersion. hardly anyone playing sim racers is doing it in vr, it's just not as interesting as you think it would be
Austin Gomez
I don't know that first one (I wonder why) but Skyrim VR is a very shitty experience, and let's face it, the combat in Skyrim was never engaging. You've forced me to consider the possibility that skyrim is a story driven walking game though. The only thing is has in terms of gameplay is creating characters and specialising differently.
That webm is all for show. Do you actually think he's running and jumping irl as his flailing arms would imply? He literally just increased his character move speed and acted with his arms. Imagine turning a video game into a movie maker. Also not sure you care about truths but: I'm not fat I've put on a VR headset before
And to address your greentext, people who like going to a gun range would rather go to a gun range than simulate it. People who like shooting guns in video games would rather do it in an fps where there is challenge and competition than in VR. VR does not win out here.
I didn't consider this type of game. You're absolutely right.
Juan Turner
>feedback from velocity No such thing exists. All physical feedback comes from acceleration, not velocity. Also I don't see how this doesn't apply to any other type of game, especially shooters since your acceleration there is momentarily even higher.
Henry Campbell
I love you, Lee
Robert Murphy
That's not the point of the webm fag. >i'm not fat Body with timestamp >i've put on a VR headset before doubt.jpg >people going to the gun range would rather go to a gun range than simulate it No fucking shit, the point went so far over your head it escaped the gravity well of your massive gut
Ethan Brooks
It does apply to other games, that's my point. Grounding yourself in a vehicle doesn't solve anything, you're better off just using displays rather than being disappointed by VR racing games.
Isaac Flores
>hardly anyone playing sim racers is doing it in vr This is so incredibly wrong. Sim racing is one of the few genres with semi-decent VR adoption. Compare the percent of sim racers using VR to the percent of FPS players using VR.
Half the Big Sim racing e-celebs are using VR too and before VR they were using triple-monitor setups because 1:1 FOV is extremely important and VR is the best at providing it.
Cameron Robinson
Also no one likes shooting guns in games, that's not a thing you nigger. >yea bro I love AKs in vidya m8, the feeling when you click your mouse is unparalelled
>Compare the percent of sim racers using VR to the percent of FPS players using VR. There aren't any FPS games worth playing in VR. Once you've played one, you've played them all. They might have slightly different quirks, but the mechanics are largely the same. >Sim racing is one of the few genres with semi-decent VR adoption. Yeah probably is, but if you're serious about VR sims you aren't doing it in VR. It's just not worth it.
Justin Walker
You're still wrong. Depth perception is the biggest gameplay uprade you can ask for. Being able to turn your head as the camera to get peripheral information will put you ahead in lap times. Being able not look straight at the apex and your brain being able to have a good calculation of how much time it'll be before it gets to you shaves time off your lap.
>you're better off just using displays rather than being disappointed by VR racing games top kek, speak for yourself pleb even the best triple monitor setup won't give you depth perception of trees and rocks shooting inches past you
It's also a huge upgrade for air/space combat, switches the game from looking at a HUD indicator to looking at the enemy.
Samuel Ramirez
I think you're still missing the point. Of course without an extremely expensive motion simrig you don't feel the effects of acceleration, but there's still no downside to VR in racing and flight sims, that's why quite a good number of those games come with VR support out of the box and you don't really lose anything. VR FPS games are fundamentally different than flatscreen FPS games and use completely different control schemes. To be completely fair you can get the same effect with a mathematically accurate FOV and triple screens + TrackIR for head tracking. But this is one of the few places where VR is actually the cheaper option as it's easier to run at higher framerates than triple monitors and $700 for a VR headset is cheaper than $300 per extra monitor + trackIR + a better GPU to actually run games at 5760 x 1080.
Jace Rogers
We need more full games with VR tacked on rather than done ground-up for VR until VR reaches that point it can support itself
In elite Dangerous I will not fly in a ship that doesn't have a glass roof because being able to track ships as they fly around you with your head is fucking great
Owen Allen
>can get the same effect with a mathematically accurate FOV and triple screens + TrackIR that still leaves you with monocular depth cues for judging distance
Nathan Moore
i replayed alyx, i just like killing shit in the game
Carter Sanders
>It's great for story based games, but cannot make replayable video games My 1500 hours in Beat Saber says otherwise
Dylan Gray
Yes, exactly. If VR is to become a thing, it needs to start out this way. If developers added official VR support to existing games (mostly first person AAA titles) it would make a big difference for the VR market.
Xavier White
True, binocular vision is something you simply can't get without VR.
Jace Perry
these VR also has potential for games with a lot of interaction (like Boneworks) but instead of making games like that VR devs seem obsessed with porting over non-VR genres to VR
Jack Roberts
It's even more important for flight because you need both horizontal and vertical vision, this is something you couldn't really solve with triple screens before VR came along.
David Smith
It's illogical to think that most people will ever buy VR for games like Boneworks, no matter how good the physics are. You have to ease people into it. Adding VR support to existing games that people already own and advertising those games for VR would be a more practical approach.
Ayden Russell
I had buyers remorse with VR until I got into cockpit sims where it can truly shine. Driven 800 miles in car sims Played elite dangerous for over 150 hours How hard is DCS to get into? Flight sims are very boring but I have a stick from Elite.
>Nobody wants to have to engage in an elaborate sequence of actions/inputs every time they reload their gun. isn't this the argument against combos in fighting games
Dominic Barnes
Hey, OP, you should probably prove that you have actually tried VR before invalidating your entire argument.
Christopher Lewis
>Having to reload your gun by physically moving your hands is immersive and cool, but by the 100th time ...it has already become second nature and you can do it with muscle memory, further increasing the cool and immersive learning feeling. Also the necessity of not fumbling your reloads in a stressful situation and punishment if you do so is part of the "underlying gameplay" that makes people like a game.
Joseph Sanders
>Once you've played one, you've played them all. This is true for mouse FPS too. By the time you clicked on the icon to launch the game, you have already experienced everything the game has to offer. Quirks like movement, weapons, and maps have no bearing on the games mechanics, so they will still all feel the same.
Grayson Sullivan
>If developers added official VR support to existing games (mostly first person AAA titles) it would make a big difference for the VR market. There already are a bunch of those (Hellblade, No Man's Sky, Payday 2, Elite Dangerous, The Forest, Talos Principle, Serious Sam 1-3, The Vanishing of Ethan Carter, Minecraft Bedrock, Subnautica, a bunch of driving games, GRIP, Wipeout, RE7) along with unofficial VR mods (Doom, Quake, GTAV, Half Life, Minecraft Java, Alien Isolation)
the only problem I have with VR is that my head starts to fucking hurt after 30 minutes and when I loosen it it keeps sliding down
Caleb Jones
Basically. What OP is really missing is that the games which offer these complex gun mechanics aren't repetitive because of the gun mechanics but because they don't have proper settings, stories, and art assets. There's nothing wrong with reloading your gun in VR, what's wrong is the fact that you're just shooting at targets.
Ryan Scott
I'd be interested to see fighting games in VR, there's very little camera movement so none of the motion related problems are relevant
Blake Hill
Any GTAV VR mod isn't worth mentioning
Hunter Scott
>I'd be interested to see fighting games in VR There's demo VR modes in Tekken 7 and Smash Ultimate, but nothing serious.
why not? The gta5-real-mod one just got updated with fixed cutscenes so you can play the whole game in VR now
Justin Sanders
controller support is disappointing
Parker Rodriguez
how do you say games are about "creating something, overcoming challenges, experimenting" but not see the massive potential in being able to interact with simulated environment with actual body movements as if you're there.
VR is for a different kind of videogame, one that challenges new things and engages is new ways. You idiots can't see it cause it's not a linear improvement and that's all you can comprehend anymore after upgrading your hardware year after year just to have better graphics while playing the same kinds of games for two decades.
Isaac Parker
>How hard is DCS to get into? Getting your plane off the ground and flying is fairly easy. But most of the enjoyment comes from engaging in elaborate combat missions, which requires you to know both radar and weapon systems of your plane. So if you're ok with learning shortcuts and system abbreviations for a couple of hours go ahead. Also I'd not recommend it for something low-res like the original Vive, you won't be able to see jackshit in the cockpit
Ayden Cook
It's not enough. A lot of those games don't interest many people. Where's the VR support for Far Cry, Halo, Destiny, Prey, Dishonored, Battlefront, Call of Duty, Titanfall, Battlefield, Metro, Crysis?
Parker Lee
DCS is pretty hardcore, everything is laser scanned and combat is very realistic so you'll be shooting missiles at small red dots on your HUD that are 20km away and never really get into a proper dogfight. It also charges pretty obscene prices for every single plane, they all have to be bought with real-world cash at around 50€-70€ per plane. Not plane pack, ONE PLANE. I don't know what the prices are for burgers but it should be around that point too, it's simply ridiculous. If you want to start off with something simpler try House of the Dying sun, it's an action mission-based combat flight sim with good VR support and it's only 20 bucks on steam.
If you really want something more serious I'd recommend the IL-2 games. Unlike DCS they're WW2 sims so gameplay is a lot more fun rather than shooting at small dots and you just buy the game with all the content instead of paying stupid high prices for planes and campaigns. Pretty sure most of the IL-2 games have VR support now.
>by the 100th time, you probably don't care for the gimmick anymore You outed here that you've never played a vr game. By the 100th time you do the action without even looking. It becomes easy as the button press you're used to. Dumbass wojak poster.
Juan Lee
this I rather fire up Serious Sam for the nth time due to it simply working as intended than jank my way a second time through Boneworks.
Jordan Rodriguez
Are there any decent car sims for VR that don't require an autistic level of setup and finding a hundred mods?
Andrew Clark
VR headsets are just the first step in immersive gameplay. When we start getting accurate finger + wrist tracking then that can open the door for new types of game that offer a greater level of freedom and other controller inputs simply can't offer. As it stands, VR is barely a step up from what we had with the Wii, although that will hopefully change with the Index controller.
Thomas Jones
that's a lot of text just to cope
Joshua Young
I think they see it but are just too poor to buy it so they cry and cry and cry
Jacob Sanchez
It's not cars but I had fun with redout
Eli Torres
VR won't be mainstream for a long time. AR has a much better chance tho.
>AR has a much better chance tho. what the fuck are you smoking
Liam Foster
>A lot of those games don't interest many people >Lists the most boring games
Samuel Gutierrez
>Not plane pack, ONE PLANE. Ehhh, for a beginner you can't go wrong with the Flaming Cliffs 3 package. They use the simplified modules but it's more than enough for starting out
Assetto Corsa. Download Content Manager and it becomes ez. Go to RaceDepartment.com and download mods there. Drag and drop onto content manager and you're good to go.
Mason Murphy
Almost all sims have VR support. However almost all sims require knowing how to set the car up and a pretty decent level of racing technique.
Some games like Dirt Rally and Dirt Rally 2.0 provide a pretty decent level of physics simulation without being as realistic as full-on sims and don't require that much setup tweaking. Both are VR compatible too so you can try those if you want to get your feet wet with VR racing sims.
Connor Baker
>House of the Dying sun Wicked. I'll look into this and IL-2
Gavin Morgan
most popular games that would work well in VR and impress people enough to buy VR*