06-22-2017 03:56 AM
06-22-2017 10:28 AM
Zoomie said:
The largest problem with room scale is that every house and available play-space is different. In order to let players with wildly various spaces play, developers have had to implement teleport or stick based movement. If you can teleport or stick-move there is no reason to have more than a small play area with enough room to turn with outstretched hands.
For a true room scale game, you would need to stipulate a minimum size and force the player to walk everywhere. The play area would have to map 1:1 with the virtual world. No developer will do this because it shrinks the already small market to those with sufficient space, or means the game takes place in a closet when the player has a large potential play area.
The best case scenario is with clever titles like Hover Junkers, where your ship size could be your actual play area while the 'ship' moves around the world through conventional locomotion methods. Sadly this is the exception and not the rule.
06-22-2017 10:30 AM
snowdog said:
so the vast majority of developers (including my good self,
06-22-2017 10:40 AM
06-22-2017 11:20 AM
Zoomie said:
The difference is when you have a large open virtual world. You can't get anywhere with real-world locomotion so you'll default to teleport or stick. After a while you stop taking those steps entirely and use teleport for even one or two foot distances. Watch how someone uses teleport in The Lab and you'll probably see exactly what I'm on about. Even those one or two steps put you off center in your play area. Either you have to constantly track where you are in real world, or you'll very quickly run into the edge of your area and lose immersion.
06-22-2017 11:28 AM
06-22-2017 02:08 PM
06-23-2017 06:21 AM
06-23-2017 06:59 AM
06-23-2017 12:23 PM
06-23-2017 01:25 PM