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I think this could become a problem because some parts of a VR game simply can't be replicated with a regular mouse and keyboard. For example, in HL:A, there's a scene where you have to grab a shotgun from a dead guy hanging by a wheel. You need one hand to hold the wheel still, while with the other, you jab a pipe to keep it from turning. This level of interaction wouldn't translate well to a keyboard and mouse setup.
What would likely happen is that unique VR actions would be simplified, making them less engaging to suit a mouse and keyboard. Alternatively, they could redesign scenes specifically for PC, adjusting parts where VR-specific actions are only possible. I wonder if HL:A would be the same if the developers added mouse and keyboard support. I think it would become a completely different game, as the team would need to make compromises to make it work on both platforms. However, if they could achieve this without sacrificing the gameplay, I’d fully support having both options ofcourse, but I haven't seen a AAA story-based VR game that also has a non-vr mode.
Not that there isn't a place for both or anything inbetween, just they teased us now with a full VR Half Life title. Anything less will feel like going backwards at this point.
Honestly though, I do expect it to be a mix between both. Either by compromising both (which isn't usually on Valve form) or by finding a unique way to incorporate both without either being a necessity to the other. But that would be like two different games, or only playing half at that point, even if its interwoven. Or maybe they will surprise us.
We will have to wait to see, but I definitely think full VR is the way to go.
some of us cant afford VR, some of us would rather play with keyboard and mouse.
It might be possible that scripted actions could replace the more complex VR interactions such as the example already given by partyfreaker where the player would need to first acquire the pipe initially in order to be able to complete the puzzle and having turned the wheel the script then simulates the player jamming the pipe in to stop it turning back. Not sure how this was handled in the non-VR mod having never used it.
Would increase the cost of game design and testing but then the potential sales would be much higher to compensate and imo would ensure the enhanced experience VR brings for those with the hardware to take advantage of it.
scrap that, let's just make it a board game - we really need to make this game as accessible as possible so everyone can partake.
They proved with Alyx that they understand what works and is fun in VR like almost nobody else