"Actually the VR is quite problematic for The Witness (beyond the fact that current VR devices do not work very well with any open world environment in the first person), since some in alignment puzzle (I will avoid spoilers) can be evaded crouching, tilting his head etc, "explained Smith.
"The Witness is designed to be non-traditional experience in VR. The VR titles that really will convince people are those created from the start for that specific format. Any kind of free navigation in VR is a serious problem. If you move around with a gamepad but you can tilt your head freely, what will happen if you direct your character close to a wall in-game and then you bend forward? We should disconnect the camera from the plotter head before it passes through the wall? Or should we push beyond the limits of the collisions so that we can bring enough to any object to do something like this? Both are pretty poor options ".
Smith has finally concluded his speech by pointing out that many of VR experiences available at present are designed to be viewed comfortably seated, or at best in a well-defined space, precisely because of the above problems.
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