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번역 관련 문제 보고
Just using lootboxes as a stereotypical sign of stagnation in major studio games development mostly directed towards a few certain dominant games companies that focus monetization and eye candy over new gameplay in well.... games.
But the point still does stand that AAA companies are so formulaic that I groan at each Call of FIFA Creed Souls: Battle Royale yearly release. Some companies like Nintendo do at least put a bit more effort into adding new features.
But the big hitting developments quite often come out of mods and indies; they have little to lose in experimentation and alot to gain.
There is a reason why Blizzard is clamping down on intellectual properties and mod copyright just in case another mod like DOTA slips through their fingers again when it wasn't the big thing it became, they would of stood to make massive money if they had ownership of all mods on their games at the time it was made.
Costs will go down in time, as with every other piece of hardware.
The biggest hurdle VR has for gaming IMO is it still hasn't developed its own 'language'.
We still really don't know how to tell games in VR. We are at that stage of trial and error seeing what 'works' and what doesn't in VR. We port games into VR, but that's the equivalent of porting books to movies, it has an uneven result.
That building of the language It's going to come from indies as AAA is too risk adverse to experiment (and fail)
Those are either free to play PC games were it is pure cosmetics or console games, marketed for teen/young adult segment.
Plenty of small and medium studios (not indie, because people don´t often understand what indie means, and often msot of the games are awful.. not all... a few gems comes out once in a while) do also have lootboxes etc..... I reckon it depends more on target audience, genre and platform, than anything else.
I think we are past the midstage of that 'what actually works' experimentation, its more marketing and actually trying to get them onboard. Just look at how Boneworks made Alyx reconsider their demonstration the games award drama; teleportation was just not cutting it after seeing how smooth this small studio can make smooth-motion action.Other than that hiccup, Alyx was very enjoyable and demonstrated overall the great potential of VR when done by AAA.
But indies for years before were pushing the envelope not focused on marketing or comfort settings. As my brother was rightfully sceptical with some of the very early footage "It looks like fancy shooting gallery". The potential was shown before; and I experienced it only through the indies at first, but Alyx for one got it to the wider audience, how wilfully not sure. Delivery is there; but are bigger studios ready to follow in doing it right?
Its more complacency at this stage from what I see for big studios. The Medal of Honour game didn't even have a proper "ping" for the Garand until it got patched in.
Sadly for big studios to get on the right path again they need a good kick in the teeth somehow. They are almost done scouring the past for unexplored game concepts; like Evil Genius 2. Loved the first one from 2004, but well..... words like Season Pass when pre-orders are announced seldom bodes well.
Any specific concerns other than naysaying? I only see "Vee Arr is bad" with nothing specific multiple times; what makes it fekked up specifically?
It's still going to take a lot of time for AAAs to feel confident enough to make a decent push for the tech. And part of it is due to the tech still being at an 'early adopter' stage.
It's the vicious circle of it. Big names won't jump fully into the tech unless it's mainstream enough and it's not going to be mainstream enough unless big names jump in it.
We're still missing that 'console seller' title for VR headsets. And right where we stand now it's still surely not going to come from big studios. Alyx has been a step, but just one.
Nintendo likes trying different things and I would love to see the successor to the Switch be a VR headset.
https://store.steampowered.com/app/916840/The_Walking_Dead_Saints__Sinners/
It's up there with Half Life Alyx as a quality full virtual reality experience.
Second, the mentality of VR users is terrible. Those ♥♥♥♥♥♥♥ do nothing but demand perfect VR support/compatibility EVERYWHERE, even on the games which are perfectly working on normal monitors. They voluntarily wasted money and still whine forever.
Third, the possible affection for PC spec is terrible. No matter if those goggles and rakes get cheaper the requirement for PC will, if not skyrocket, get much higher, only to make PC gaming unavailable again.
Conclusion: Vee Arr is cancer and should be cancelled.
Thats one thing never talked about enough on this and other forums.
I know of PSVR, and how they are working on a PSVR2; It seems only Sony took the dive to make dedicated hardware, I do not know of a proper dedicated vr only game that doesn't have to handicap itself for flatscreen play.
I wondered why Xbox/Microsoft would not intergrate WMR [Windows VR] into their console as a selling point since it they designed the WMR standard to compete since Sony is going into it.
I think they did sell a VR kit for the Switch, but it seems to be literally just like some cardboard kits with associated 'quality'. Would be interesting to see what they can do if they put their energy towards proper VR and avoid the jank quality that was wiimotes when I tried it.
But it might be as I heard others say for console compatibility of proper VR games on their forums, some games are just too CPU intensive; not sure on the technical feasibility of the more intense VR games.
I did try the Oculus Rift myself in the first iteration; it definitely had a lot of flaws and got me the most motion sick as well but it got my attention for the tech. Sadly hardware does make or break VR.
Then I tried the Vive in a games cafe when I was considering to get one myself as the technology developed. It was a complete improvement, to put numbers to it; I lost tracking only once an hour for a few seconds rather than having routine stutters every 8-12 minutes. Must admit regardless of hardware quality it takes a bit to get used to VR and avoid nausea from the disconnecting experience.
Then a friend of mine was also VR sceptic because of a cheap Oculus headset he got as a present, he had a few rounds on the index and did a complete 180 in opinion.
And yes some people are just plain ridiculous for VR support badgering on some forums. I see too much of that for games that are not even a remote fit.
PC specs are going to rise regardless;
but some developers mostly Oculus associated or exclusive have some silly disk requirements for one. Medal of Honour VR [originally an Oculus announcement from what I remember] demands 120+gb disk space for a basic 8 hour campaign with dead multiplayer; and the Oculus exclusive Asgard's Wrath demands 120gb+ as well. Boneworks and Alyx combined barely take up 3/4 the space for one Oculus centric game.
And it wouldn't be such a big jump for Nintendo either. They managed to pack some half-decent hardware into the tiny form factor of the Switch. Making a proper VR headset is just a small jump forward with the graphics and higher resolution screens for each eyeball. The Switch might just be a stepping stone towards proper VR in that respect.
I agree about the controller. IMO I would like to see a glove that you can wear and see your hand on the screen with full range of motion. They could design a VR menu interface where you basically use a cell-phone like menu using your virtual hand. You move your hand over a button, and "tap" with your finger to press it. Then vibration on that finger for force feedback so you can feel the button click.
Your other hand would probably need something like the Wii Nunchuk controller with a thumbstick and a couple buttons.
You could play FPS with the thumbstick to move and the virtual hand holding a weapon.
RPG's would be a lot more immersive.
I want to see the return of the god game (like Actraiser or Black & White)
Gameglove 2 VR boogaloo when? Especially if done right would be amazing for hand interactions; I could imagine the logistical nightmare for getting hand sizes, until then the index hand controls are great when fully supported [even when not it makes throwing so natural]
And agreed; Black and White 2 was a great game where I lost myself just playing around with everything for hours. A VR version could work like Moss; I can imagine the use of gestures working properly with full hand motion range.