Okay, guys, can I point out a couple real problems with these VR and camera setups?
First off - VR heagear.
Whether you're talking big bulky helmet or sleek looking glasses, you've still got a basic problem: YOU CAN'T SEE REALITY.
This is great for if you're at a special arcade for it, but in your own home this is a BAD thing, just look at home many Wiimote injuries were reported when people COULD see what they were doing.
There's another problem that comes with this. NOBODY ELSE CAN SEE EITHER.
Seriously, great for single player games, but if anyone else wants to be able to join you for a multiplayer game, they've got to get their own glasses, not economical.
Next - tactile feedback gloves
This will never happen. Not on a consumer level. Medical fields are beginning to include this type of tech, but it also requires the doctors to go through training to utilize it properly. Even more of an issue is FIT.
What have you noticed about PS2 controllers and Gamecube controllers and Xbox controllers and every other input device ever built on a consumer level?
One size, fits all. Can you do that with gloves? No, and especially not when you need tactile feedback. A glove that would give tactile feedback has to fit snug to your hand. If it's too tight, you'll never get it on, and if it's too loose, you'll never get your hand in it.
Even if you built it to be rubbed and stretchy, it could still be too tight and cut off people's circulation, and the only way to keep it from doing that would be to make it flimsy enough that it would either be easily broken, or would stretch out of shape over time.
Finally - Cameras
This perhaps has the best potential for eventually becoming a viable input device, facial tracking and shape recognition has gotten to the point where it can almost recognize our movements and not just our outline. It still needs some work to get high enough processing time to provide consistent accurate input though.
There is still one problem with this and that lies in the line of sight nature of the camera. What if someone walks in front of you, or a pet walks in front of the camera? With current consoles, that might interrupt your game a little, but using a camera as an input device, it could wind up interpreting that as input as well, thus possibly sending you to a crash and burn scenario.
On top of this, what if you are in a smaller room, or are up to close for the camera to be able to get your whole body, or everything it needs for the input? Even the wiimote only needs to be about 2 feet away from the screen, less if you use a shorter length lightbar. A camera could wind up useless in this situation, only able to get your face when you need it to be able to read your whole body.
Think about this scenario. A game is designed to translate your actual moves in reality, into the game. What if in the game you need to swing your arm down and to the left, but in reality, there's desk in the way. You slam your arm into the desk, hurting yoruself in real life, and because the desk was in the way, it stopped your swing in the game and you ended up not being able to block the blow that killed your character. Would that be a fun control style, or frustrating?
So basically, I've summed up the 3 requirements for any input method to be able to gain consumer appeal. A) Immersive control that still leaves you AWARE of reality. B) Allows for any bodyshape to play. C) Allows it to be played in any room.
Admitedly, some of these issues COULD be addressed, but we'll need a bunch of advancements before any of them become feasible, and a long time after that for it to push into the mass consumer appeal.
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Seppukuties is like LBP Lite, on crack. Play it already!Currently wrapped up in: Half Life, Portal, and User Created Source Mods
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