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mjk45 said:
ZyroXZ2 said:

You make a valid point that I've mentioned during streams that aren't in the video: REVillage was NOT designed in VR.  VR was added as a functionality, and thus the guns, gunplay, etc. were not built from the ground up with VR.  This means there's not as much testing, revision, adjusting, etc. as there would be if the game this full budget VR game from the get-go.  Of course, your issues with TWDSS more highlights this as well: surely had there been more budget, they would have spent more time testing and adjusting.  For the record, REVillage's placement seems fine for me with the only awkward one being the jacket: when I open my jacket up, the stuff inside can't be grabbed until I open the jacket ALL the way, and once again due to muscle memory, when I DO use my inside pocket jackets, I don't swing them WIDE open just to grab something lol

Now the funny thing is I never had a problem grabbing the map.  It's always been my left hip and it pulls up just fine...

Qwark said:

I tend to agree with some of the points, but we also need to celebrate that VR games are getting to a stage that things like these bother us. Especially in RE8 I thought pumping the shotgun and actually reloading my weapons is pretty dope. But it's a bit awkward at times, oh well such is the way of new tech.

I mean, that's ironically THE problem lol... It's getting TOO real and I start defaulting to what I "know" instead of how the game expects to be handled lol

I don't know that the headset thing will be fixed for a VERY long time: as long as it protrudes from your face like that, you'll inevitably hit it when doing any required close-to-the-face motions.  Heck, I hit my headset a few times just climbing in HorizonCotM because when you climb, you're actually hugging the cliff, so I ended up smacking the headset a few times until I started climbing "away" from the wall hahaha

mjk45 said:

Less jogging more VR exercise, but on a serious note developers need to understand while immersion is great having options regarding how one chooses to move through the world is even greater, they need to be reminded that the medium can be much more than it currently is and having options enhances that experience for all gamers.

This leads me to VR and those with a disability and how if used properly  functions that allow for less physical means for control and interaction in the VR space not just the gaming space can be even more important when aimed at the needs and wants that come with daily real world living and so having options that cater to those for what ever reason can't or don't want to physically move through the VR game world can be seen as being more than just another set of options to be grudgingly tacked on, because in the long run taking a what can VR offer us as a community approach benefits everyone, it can benefit game development and non gaming alike so firms like Sony  should be encouraged to think outside the boundaries of PSVR2/PS5 gaming mindset and so  along with gaming look at having non gaming projects that aid peoples development being brought to the fore and given more thought than here's an adaptable controller now my job is done. I'm sure if it was done correctly that you would see benefits that flow back into the gaming experience as well.

I think overall this is a conundrum.  The idea behind VR is to allow us to control MORE things using our able bodies than just using our fingers on a controller.  Ergo, the idea behind VR is to get MORE physically involved and to do MORE things than are possible with a controller (example: holding a knife or flashlight with my pistol in REVillage and aiming them entirely independently is simply not possible on a controller; I inadvertently demonstrated this in REVillage during a stream where I punched one enemy to stall it while I knifed the other one, each hand dealing with one enemy).  If disabilities affect a person's ability to move their body or use parts of their body, I don't think VR would actually find new and better ways for them since it's targeting people using more parts of their body to play to begin with.

Naturally, there are certain disabilities which would have no effect, but I'm thinking a controller or disability controller (like the one Xbox offers) are better options for people who cannot operate their body in the same way as a normal able-bodied person can.

I was thinking along the lines of VR eye tracking it is something that comes with the device and isn't available in a normal setting and nobodies taking away physical interaction just saying having alternatives that open up the space and make it inclusive is good thinking and it should be thought about since it can benefit everyone able bodied or not.

Oh I'm not saying they won't figure out a few alternative methods, I'm just pointing out that accounting for physical disabilities is even harder in VR considering it's primarily designed to INCREASE able-bodied interactions.  Ergo, imagine the NBA trying to adjust the rules of basketball to account for players in wheelchairs (extreme example, but the point is still valid).  In this case, as you know, there are completely separate clubs to play disabled basketball in wheelchairs.  I don't know that VR is a good place to really push for disability functions, especially physical ones, because many games cannot be played if designed in VR simply because of the core goals about the medium.

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