Re: VR, what are the main things you see that need to be solved to allow mass adoption?
There’s two major problems in my eyes that must be solved before mass adoption is possible. Firstly, we need to figure out how to control movement in virtual reality without making users violently motion sick. This should be obvious – nobody wants to horf as a general rule. It just isn’t pleasant. Once players can actively move about in VR, it opens up so many new content possibilities.
Secondly, we need to figure out a more convenient way of engaging with it – probably via wearable tech. Right now, VR has that immersive quality but it’s got physically problematic issues. You need a lot of clear space to move around. You can’t engage with a lot of VR from a sitting or resting position. You’re tied to the console or PC by some big heavy cables, which can be a tripping hazard. You can’t see while you’re inside, which means you could hurt somebody else or yourself.
But imagine something more like a pair of augmented glasses that can function more like an overlay on existing reality that you could control. Something wireless that isn’t heavy, something that connects wirelessly over wifi. Imagine being able to go into VR mode while you’re sitting on your couch or on the bus, and control it without needing a handheld separate controller. It might be a bluetooth device that pairs with your mobile phone, so you could personalize it for your own use. Add in some proximity technology to snap out of VR when you’re moving too close to something (or something approaches) and you have the beginnings.
Right now VR’s biggest problems are the same problem it’s always had. It’s hard to move around while inside, and it’s just clunky and difficult to interact with. It’s hard to engage with your friends in VR because of physical barriers. Lowering the barrier to entry will pave the way to mass adoption.
The FANTa Project is currently on hiatus while I am
crunching at work too busy.
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