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Game Feel (Gaming)

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, November 25, 2019, 19:30 (11 days ago) @ cheapLEY
edited by Cody Miller, Monday, November 25, 2019, 19:36

VR is really tricky when it comes to feeling correct. First person VR games, especially. Things have to be basically perfect, otherwise we just instinctively know that they’re off. If you pick something up and it doesn’t behave as we know it should, it’s much more noticeable than the same thing happening on a normal screen. If the motion doesn’t match what we’re doing perfectly, it’s never going to feel right. It can’t be faked in the same way that a normal game can.

Sort of. It has to be perfect not to reality, but perfect to the world the game creates. The tracking on the sword is spot on 99% of the time. The problem is it doesn’t feel like a sword that massive looks. So it feels like you are fighting with a plastic sword. Death is very punishing, and that would be fine if the combat felt really good (was innately satisfying) and was something death would motivate me to get better at.

But for a game like Star Wars? Well, the lightsaber wouldn't really have weight would it? So maybe lightsaber combat would feel good.

The first 90 minutes or so of Golem actually did feel perfect.


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